The Alexandrian

Posts tagged ‘ptolus’

Oldtown Apartments (Modified Map) - Night of Dissolution (Monte Cook Games)

Go to Table of Contents

The Vladaams own a block of apartments in Oldtown on Crossing Street, which are primarily as housing for members of the Vladaam deot. Recently, as detailed in the “Temple of Deep Chaos” adventure in The Night of Dissolution, a chaos cult took control of one of the buildings and used it as a site for testing and developing askara, a potent magical poison which turns its victims into venom-shaped thralls.

A few weeks ago, a party of adventurers cleaned out the chaos cultists and did their best to destroy the cultists’ research. The building was sealed for a time by the city, but then reclaimed by the Vladaams. Members of the Red Company of Magi moved in to figure out what the chaos cultists had been doing, and the project was quickly taken over by Aliaster Vladaam.

During this same time, Navanna Vladaam became aware that the Banewarrens had been breached (as described in Chapter Four of the Banewarrens campaign). She began mounting expeditions into the Banewarrens and began bringing the “banes” she liberated to the Oldtown Apartment so that they, too, could be studied by Aliaster in the labs he’s established here.

DESIGN NOTES & BACKGROUND

This is a tricky location. As presented here, it reflects both the actions the PCs in my group took when raiding the apartment building and how events played out in the Banewarrens (thus determining, for example, which banes Navanna was able to bring back here). I prepped the following timeline for how events played out here:

  • 09/22: The “outraged” Vladaams force the city watch to remove their quarantine on their apartment complex.
  • 10/06: Navanna brings the body of the pain demon here from the Banewarrens.
  • 10/10: The Vladaam Pain Devil Research notes are added to area 6.
  • 10/10: Contents of BW05 weapon vaults brought here by Navanna.
  • 10/15: Aliaster duplicates the hell scourge & agony’s caress abilities of the pain devil. Four of the Twelve Claws gain hell scourge grafts (including the two guarding the front door).

If you’re running The Vladaam Affair independent of one or both of these other campaigns, you can just assume that an NPC party of adventurers raided the Temple of Deep Chaos and got Navanna involved with the Banewarrens. (Or, alternatively, maybe the Temple of Deep Chaos is still located beneath the apartment building, unknown to the Vladaams and filled with chaos cultists preparing to take back what the Vladaams have taken from them.)

If, on the other hand, your PCs are also playing through one or both of those adventures, you’ll want to modify the adventure key here to reflect how events actually played out (and are playing out) at your table.

Either way, you’ll likely want to review the original key describing this building in Night of Dissolution.

It’s also worth noting that overly curious PCs might be able to track Navanna and/or the banes here back to the Banewarrens. That could present a novel opportunity for the PCs to get involved with the Banewarrens campaign, but if that doesn’t interest you, you might want to provide an alternative source for the magic items Aliaster is studying.

Also of note is that the other apartment buildings in the block are still inhabited by various members of the Vladaam deot (who are largely or entirely unaware of what’s going on next door). If the PCs are tracking a member of the deot or looking for a Vladaam to question, their target could easily be a tenant of this apartment block.

Oldtown - Crossing Street (Deluxe Ptolus City Map)

Oldtown
Crossing Street – D4

DENIZENS

During the day there is a 60% chance that Aliaster Vladaam (Ptolus, p. 101) is present conducting research. If he’s present, there’s a 10% chance that another member of the family (Navanna, Gattara, or Godfred) is there – either to check up on him, collaborate with him, or just to see what all the fuss is about.

Aliaster will run at the first sign of trouble (using teleport to get out), but if other family members are present things could get ugly.

DENIZENS - NIGHTLocation
Hell-Scourged Claws (x2)Front Door
DENIZENS - DAYLocation
Hell-Scourged Claws (x2)Front Door
Vladaam Researchers (x4)Second Floor

Vladaam Researcher: Use acolyte stats, MM p. 342. See Part 13: Red Company of Magi.

Hell-Scourged Claws: The Twelve Claws are Navanna’s werewolf agents (see Ptolus, p. 101 and Part 5: The Vladaam Estate). Aliaster has reverse-engineered a pain devil’s hell-scourge (see Area 6, below) and grafted them onto

  • Hell-Scourge. Melee Attack Roll: +6, reach 5 ft. Hit: 15 (2d8+6) slashing damage.
  • Flurry of Steel. As a bonus action, a hell-scourged claw can make two attacks with their hell-scourges.
  • Agony’s Caress. As a bonus action, a hell-scourged claw can send elemental pain cascading through the scourge. Those struck by a hell-scourge must make a DC 12 Constitution saving throw. On a failure, the target becomes Restrained as their body is wracked with pain beyond imagining.

FIRST FLOOR

All of the cocoons and nests on this level have been removed to the second floor. Crude buttresses have been erected using wall of stone to reinforce the weakened floors of the upper level. The holes punched in the ceiling have also been repaired.

AREA 1 – ENTRANCE

Furnished with simple, badly dilapidated and blood-stained furniture: Tables, chairs, and a pair of divans.

AREA 1A – STONE BUTTRESSES/PATCHED CEILING

A large hole in the ceiling of this room has been patched and a wall of stone has been used to support the floor and walls.

AREA 1B – STONE BUTTRESSING

This room also contains a wall of stone used to reinforce the upper floor.

AREA 2 – FORMER APARTMENT

This room was destroyed by venom-shaped thralls. It has been left in a broken shambles.

AREA 3 – FORMER INJECTION ROOM

A large wooden table stand sin the middle of an otherwise barren room.

AREA 4 – FORMER PRISON

DOOR (Strong Wood): AC 15, 27 hp, DC 20 Dexterity (Thieves’ Tools). Unlocked currently, but could be secured.

Smeared feces on the wall.

AREA 5 – THE HOLE

A hole in the corner of the room has been boarded over.

TRAP IN THE SHAFT: Below the boards is a shaft leading to the sewers. Anyone climbing through the shaft will trigger a flame strike that will fill the shaft and column above and below it, inflicting 4d6 fire damage and 4d6 radiant damage. DC 14 Dexterity saving throw for half damage.

  • DC 20 Intelligence (Investigation), DC 24 Dexterity (Thieves’ Tools)

AREA 6 – PAIN DEVIL RESEARCH ROOM

The body of a pain devil is laid out and dissected on a worktable in the center of the room.

PAIN DEVIL (as it would appear in life): Skin of glistening ebony. Eyes a blood-red crimson. Mouth a toothless maw with razored lips. Chains are fused about its wrists, each animate with hatred.

  • The body is remarkably well-preserved in death (although now vivisected). Note that the animate chains have been burnt away, leaving only charcoaled stubs on the creature’s wrists.

RESEARCH: Papers arranged on the worktable constitute the Vladaam Pain Devil Research.

GM Background: I added a pain devil to one of the Banewarrens vaults, further modifying it so that its hell-forged scourges were grafted to its wrists. The PCs in my campaign freed it, fought it, and killed it. Navanna Vladaam retrieved the corpse and brought it here. D&D 5th Edition stat blocks for a pain devil can be found in Chains of Asmodeus, p. 249.

VLADAAM PAIN DEVIL RESEARCH

These research notes describe an autopsy and magical dissection.

GROSS CHARACTERISTICS

  • Pitch black skin with scabrous patches of gem-like glistering. The flesh appears resistant to decay, but there is an intermittent degradation of its luster.
  • The vitreous humour of the eye appears to be filled with blood, but not of the creature’s own. Origin of the blood is uncertain, but appears to be integral to the function of the eye.
  • Body does not possess teeth, but instead several ranks of razor-sharp lips capable of independent motion along a horizontal plane.
  • Charcoaled stubs on the creature’s wrists appear to be the remains of biometallic chains or possibly lashes. Beneath the stubs are receptor sites triggered to serve as channels of emotional extremity.
  • Nystulean worms react with stress when placed within the creature’s transluminal aura. Despite the body having been deceased for days or possibly weeks, the strength of this lingering aura of pain and hatred is intense. During life it may have actually been capable of inflicting physical duress.

Additional preliminary notes are given, hypothesizing ways in which the biomagical properties of the creature could be reverse engineered and applied.

AREA 6A – WEAPONS RESEARCH

Multiply display cases for weaponry have been installed around the periphery of the chamber.

WEAPONS: These weapons are tainted. They were retrieved from the Banewarrens (Outer Vaults — Area 11). The weapons all have a Forge Mark on them.

  • +1 battle axe
  • +1 greatsword
  • +1 longsword
  • +1 mace
  • +1 unholy shortsword
  • +1 scimitar
  • +1 greataxe
  • +1 longbow
  • dagger of venom
  • sword of life stealing

GM Background: Although these weapons are being studied by Aliaster, there’s actually little of interest about them other than historical curiosity.

FORGE MARK: Worked in red gold and ebony, this forge mark indicates that these weapons were wielded by the Legion of Bhor Kei.

Forge Mark of the Legion of Bhor Kei

AREA 7 – COCOON/NEST RESEARCH

The remains of three venom-shaped thrall cocoons and four nests (most severely burnt) have been gathered in this room. There are also samples from an osyluth cocoon taken from the Banewarrens (Outer Vaults — Area 4).

AREA 8 – SECONDARY ALCHEMY LAB

DOOR (Steel-Cored): AC 19, 40 hp, DC 18 Dexterity (Thieves’ Tools). Can be barred from the outside, but is not generally secured.

A secondary alchemical laboratory has been set up here to study the specific remains of the unusual nest that was in this area (the victim became a protoplasmic goo similar to a gibbering mouther, see Night of Dissolution).

  • The researchers have discovered strength-boosting alchemicals in the burnt remains of the nest and are attempting to isolate them.

DRAUGHTS OF MORPHEUS: Letter from Grui to Aliaster attached to a black ebon box lined with purple velvet. Designed to hold eight bulbs of thick, black oil; it currently holds five. (These are draughts of Morpheus.)

GM Background: The researchers here have been using draughts of Morpheus to work even longer hours.

LETTER FROM GRUI TO ALIASTER

Milord Aliaster the Wise—

Please accept these Draughts of Morpheus with the most sincere compliments of your sister. If you should have need of any further aids to your work or workers, do not hesitate in your request.

Grui
Master of the Alchemical Laboratories
upon the Brewer’s Close

AREA 9 – PRIMARY ALCHEMICAL LABORATORY

The primary alchemical laboratory has been erected here. Two sets of cocoons and nests are in various states of deconstruction, with various alchemical solutions being applied in an attempt to restimulate growth.

NOTE ON NECESSARY ALCHEMICAL SUPPLIES

We’ll need a fresh supply of Naiad’s Tears if we’re going to prevent the cross-contamination endemic in this fecund material.

Also—I have an urgent need for Serenity Draught. It seems to be of great use in easing the side effects of the hell-scourge grafts currently suffered by Navanna’s wolves.

Send word to the lab on Guilder Street and lay in a goodly supply of both… and perhaps a word about the efficacy of the Serenity Draught should be sent along to Brewer’s Close.

                                                                                                -Aliaster

VLADAAM ASKARA RESEARCH NOTES

These research notes describe ongoing studies of the “severely charcoaled organic remains” found in the Oldtown apartment complex. The goal of the research is clearly an attempt to reconstruct the “mutagenic and metamorphic compounds used to create the hybridized morphologies.”

In other words, the researcher clearly does not know the term askara and the research is an attempt to reconstruct its properties. To this end, they have dissected and analyzed various tissue samples and are now in the process of applying various alchemical substances in an effort to “reinvigorate growth.”

GM Note: This handout is written for PCs who participated in the vents of Night of Dissolution and are familiar with the term “askara” and, broadly, what the cultists were trying to accomplish. If that’s not the case in your campaign, you’ll want to rewrite the handout appropriately or present the information in a different way.

Go to Part 16: Vladaam Slave Trade

Montage of RPG bestiary covers: Bestiary of the Ninth World (Numenera), Paranormal Animals (Shadowrun), Flee Mortals! (MCDM), Symbaroum Bestiary, Monstrous (Cloud Curio)

DISCUSSING
In the Shadow of the Spire – Session 47B: Children of Mrathrach

Mahdoth rotated towards them. “I’m going to release you now.”

And he did.

The artificial high of ebullient friendship fled from them, but not the memory of what they had experienced.

Mahdoth asked for their assistance in mounting a defense against whatever was coming. “Since I seem to find myself rather short-handed this evening.”

Games like D&D, Numenera, and Shadowrun have bestiaries filled with strange critters. The best of these will be filled with clever and creative lore that will inspire countless adventures and help you bring the creatures to vivid life at the gaming table. But what’s also important is that each creature is a little dollop of mechanical novelty.

It’s one of the ways in which fantastical games can be easier to run than games set strictly in the real world: Once you’ve introduced those fantastical elements, it becomes a lot easier to mechanically distinguish opponents — for a dragon to be different from a beholder which is different from a rust monster which is different than a black pudding. And that mechanical distinction, in turns, helps to keep combat-oriented play varied and fresh.

For this very reason, of course, these bestiaries are primarily designed to give GMs opponents that they can funnel into combat encounters: Take monster. Plug into combat system. Out pops 15 to 45 minutes of fun.

But here’s the secret: The same dollop of mechanical novelty that makes a creature a unique opponent can also mix things up and provide a breath of fresh air for the players. All you need to do is give the PCs an opportunity to fight with monsters at their side, whether that’s

  • taming exotic pets,
  • recruiting fantastical hirelings,
  • forming a temporary alliance with a beholder, or
  • having one of the PCs magically transformed into a harpy.

Not every monster, of course, will be appropriate or effective as a constant companion or permanent fixture in the party. (At least, not in every campaign.) But for a single fight or short-term alliance? You can have success with literally any monster, as long as the circumstances are right.

When a monster has joined the party, one option to consider is letting one of the players actually run the monster. (At least during fight scenes, if not otherwise.) It’s another nice twist and really mixes things up for the players. It can also be used to let players who PCs aren’t in the current fight scene still participate.

To make this work smoothly, thought, you need to make sure that the monster’s stat block is (a) in a format you can easily hand over (i.e., a separate sheet or paper or digital handout) and (b) organized in a way that will make the creature easy to pick up and start playing immediately. (It’s surprising how many games feature stat blocks that are opaque and difficult to use. If you’re planning to do this, you may need to, for example, prep a cheat sheet for the monster’s spells or abilities so that the player won’t need to look them up, possibly in books they don’t own.)

Ultimately, variety is the spice of life. And the best way to keep things fresh is often to shuffle these monstrous wonders along so that they don’t become commonplace or standard operating procedure.

The best part, though, is that once your players start thinking of the “monsters” of your campaign setting as a recruitable resource, you won’t have to set up these situations. You’ll just have to follow your players’ lead.

Campaign Journal: Session 47CRunning the Campaign: Inserting Bangs
In the Shadow of the Spire: Index

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

SESSION 47B: CHILDREN OF MRATHRACH

December 26th, 2009
The 25th Day of Kadal in the 790th Year of the Seyrunian Dynasty

Naga - Purple Duck Games

Mahdoth rotated towards them. “I’m going to release you now.”

And he did.

The artificial high of ebullient friendship fled from them, but not the memory of what they had experienced.

Mahdoth asked for their assistance in mounting a defense against whatever was coming. “Since I seem to find myself rather short-handed this evening.”

They readily agreed. Elestra was still extremely paranoid (trying to figure out some way that Urak could think he had been suborned while Mahdoth was actually still calling the shots), but the others were quick to point out that he had released Agnarr, Tee, Tor, and Ranthir… even though he didn’t need to do that.

It turned out that the unused door Tee had spotted at the far end of the western cells actually led to the caverns. Mahdoth explained that an expansion of the asylum had broken into a section of the natural caverns beneath Ptolus. The caverns had never been properly explored, but when they became a perpetual source of random dangers, Mahdoth simply had them sealed off.

Mahdoth proposed that he would wait for the cultists upstairs while they kept a watch on the door down here. They thought that was a grand idea (particularly Elestra), and their only concern was the lack of any means of proper communication. To solve this problem, Ranthir went upstairs with Mahdoth to cast an alarm spell that Mahdoth could enter if he needed their help. Conversely, if they needed Mahdoth’s help it would be trivial for Elestra to send her homunculus up through the floor to fetch him.

Before they parted, Mahdoth grabbed the amulet that Urak had worn and gave it to Ranthir. It would allow him to punch through the suppression field with his spells.

UPSTAIRS WITH MAHDOTH

The minutes ticked past with tense expectation. They were drawing near the midnight hour—

Mahdoth floated through the door, carrying with him a statue depicting one of the goat-headed demons they had met in Pythoness House. They quickly realized that this was the only remnant of the battle that had been fought upstairs.

Mahdoth quickly related what had happened: When the knock came at the upper door, the beholder had opened it to discover the demon, two ratbrutes, and a dozen or so ratlings amassed outside. Leveling one of his eyestalks, he had instantly turned the demon into a statue. In the same moment, he had put one of the ratbrutes to sleep and disintegrated the other.

At the sight, the other ratlings had panicked and fled. He killed the ratbrute, plucked from its body a letter, and then dusted it. Then he grabbed the demon-statue and brought it downstairs.

Tor, upon hearing the story, bowed his head. “I apologize. We had absolutely no business trying to come in here and kill you.

“Yes,” Mahdoth said. “Quite.”

ILLADRAS’ PROMISSORY NOTE

Salcabot—

Your information regarding Silion’s last communion with the Black Voice is, indeed, most valuable. And your mercenary spirit in exploiting it is most commendable in the eyes of Wuntad.

To ensure that no disruption of this most important trade is to be suffered due to the recent and shameful disgraces of the Blooded Knife, Nalfarassik shall accompany you. He shall command the respect of the Children of Mrathrach.

But fear not. I witness the will of Wuntad, and this note shall serve as promissory to such effect, that if your information proves true and the trade continues unabated due to your efforts, we of the Tolling Bell shall support your claims to leadership among the Brothers of the Blooded Knife.

                                                                                Illadras

 

As Tee finished reading the letter aloud, they took some private joy in learning that the Blooded Knife had been shamed. Then they turned their attention to the second fight that they knew was fast approaching the far side of the locked door before them.

Mahdoth offered them a final briefing: The cells in this block were laced with antimagic. Three of them were currently occupied. None of them should be disturbed.

“What about that passage?” Tee asked, pointing at the narrow way she had noticed before.

“Don’t go down there.”

THE CHILDREN OF MRATHRACH

A chaotic and seemingly senseless knock came at the door.

The spellcasters turned Tee invisible. Ranthir conjured an illusion of the demon answering the door, carefully choreographing it to match Mahdoth’s telekinetic opening of the same.

In the cavern beyond the door they saw a procession of serpent people. Eight of them bore four crates, four more stood guard upon them, and leading them was a larger creature of red eyes and black scales.

The black-scaled serpent hissed something in a sibilant tongue that none of them could understand. Everyone froze for a moment (except for Tee, who slipped quietly through the door).

When the demon failed to respond, it was clear that the serpents were becoming suspicious. Ranthir, realizing that the jig was already up, dropped a fireball into the midst of the serpent’s procession. Tee, who had worked her way into their midst, hit the deck and was narrowly missed by the flames rushing over her head. The serpent people around her, however, were not so lucky. The scent of burning flesh filled the air.

The black-scaled serpent turned to flee, but Mahdoth floated into view and blasted it repeatedly with a coruscating array of beams – the last of which caused it to explode in a fine mist of blood as it collapsed at the far end of the cavern.

As Mahdoth’s rays dropped away, Tor dashed through the door and finished off the rest of the serpent people still trying to reel away from the charcoaled remains of their brethren. Tee had scarcely had a chance to regain her feet and the fight was already over.

Amid the bodies they found a scroll of black parchment. Strange, twisted characters were written upon it in silver ink. Elestra reached out through the ancient knowledge held quiescent within the Spirit of the City and translated the script. And then she cried out in dismay.

BLACK PARCHMENT

Know that the barren serpent savages of the Teeth are not unknown unto the Children of Mrathrach.

Know that we will not deign to meet their kin.

Know that they are no kin to us.

Know that we disdain their foulness.

Know that we scorn the questioning of this “Wulvera” as to such a purpose.

Know that we act only by action of the Voice of All Chaos.

Know that the blood of the slave races must be paid.

Know that we do not forget our labor.

Know that we do not forget the great labor to be done.

The four crates, for better or for worse, remained largely undamaged by Ranthir’s fireball. At Tee’s direction, Agnarr began wrenching them open:

The first contained some sort of strange, semi-organic foam – as if some terrible living entity had grown to fill the box like a swollen tumor.

The second had a suit of plate armor that was heavily insulated with a silvery fabric. The exterior of the armor was filigreed with copper and a number of iron antennae – some large and some small – jutted out from it at odd, almost disturbing angles; jagging this way and that in a chaotic fashion.

The third contained several items – two pairs of manacles made of intricately etched brass attached to a similarly-etched oblong device by a long, rubbery cord; a cocoon-like container of silvery-black metal containing six small, oblong spheres of similar metal; and a large iron collar with five oblong nodules extruding from it in equidistant points along its circumference.

The fourth held sixteen canopic-like jars containing some sort of thick fluid; twelve fluted vials containing a thick, pinkish liquid; and four three-pronged syringes containing a bluish-silver liquid.

The contents were almost certainly chaositech and uniformly disturbing, and it was only at Tee’s great insistence that Agnarr peeled back the semi-organic foam in the first crate to reveal its true contents: A two-foot-long brain trailing a pair of long, spindly, tentacle-like arms ending in complex, grasping clamps. Once freed from the foam, the brain slowly floated up into the air before it was vigorously shoved back into its crate by the barbarian.

Tee turned from watching Agnarr trying to wrestle the brain back into its crate. To Mahdoth she said, “We know where we can dispose of these items safely.”

“Fine,” Mahdoth said. “Take them. I intend to seal this door and use better discretion in finding new help.”

He escorted them back up the stairs. “Two final points,” he said. “First, lock the door behind you. Second… if you are to cross paths with the Pactlords, be wary. They are larger and more dangerous than they appear. And now, good night. Apparently I must arise early to single-handedly attend to all the affairs of this asylum.”

“Well, if you’re in the market for new assistants…” Tee offered.

“The pay is 5 gold a week.”

“Or perhaps not.”

Running the Campaign: Fighting With Monsters – Campaign Journal: Session 47C
In the Shadow of the Spire: Index

Arrows in Reverse

DISCUSSING
In the Shadow of the Spire – Session 47A: The Master of Two Servants

Tee babbled something about a letter and the shipment that Wuntad was delivering to Mahdoth. “And since Wuntad is a bad man, we just assumed that you must be—“

“Who the devil is Wuntad?”

“You don’t know who he is?” Tee, in her charmed state, was honestly befuddled. But those in their right wits were beginning to figure it out.

“Let me see this letter,” Mahdoth demanded.

Tee dug it out of her bag of holding. Mahdoth grabbed it with his telekinetic eyestalk and perused it with half a dozen eyes at once.

“Where is that traitorous halfling?”

When the PCs intercepted plans indicating that Mahdoth’s Asylum was being used to smuggle goods for the chaos cultists, they jumped to a conclusion: Mahdoth must be involved!

The assumption was reinforced by what seemed to be corroborating evidence: Mahdoth had been rude and secretive when they met him previously. More importantly, he was wearing a Pactlords’ ring, and they knew that the Pactlords were bad guys. This, in turn, caused even more conclusions to come spilling out: If Mahdoth was one of the Pactlords and he was helping the chaos cultists, then there must be a connection between the Pactlords and the chaos cultists. Maybe that double agent of the Pactlords they’d found embedded among the chaos cultists of the Old City hadn’t been a double agent after all; or maybe she’d just been scouting out the cultists for a potential alliance!

As we’ve now seen, none of this is actually true: The smuggling at Mahdoth’s was being coordinated by his corrupt staff members and has nothing to do with Mahdoth being a former member of the Pactlords. (Mahdoth is actually completely reformed and no longer has any contact with the Pactlords.)

When the PCs went haring off along this false trail, I remember being gobsmacked. It had not occurred to me that they would jump to the conclusion that Mahdoth was responsible, nor double and triple down on a course of action that would see them going toe-to-toe with a beholder.

(When I talk about not needing to prep red herrings for adventures, this is what I’m talking about.)

I also kept expecting them to course correct. (For example, by questioning Zairic or some of the other cultists involved.) In fact, the players had almost talked themselves out of precipitous action by the end of Session 46, but by the time we’d reconvened for Session 47, they’d worked their way back to, “Mahdoth must die!”

At no point, however, did I feel the need to correct the players in their mistake or somehow “fix” what was going on. This is because nothing was broken.

As long as the PCs are moving forward and with purpose, it doesn’t matter if they’re doing so due to a misapprehension: I had prepped a situation (in which chaos cultists pick up shipments of chaositech from Children of Mrathrach at Mahdoth’s Asylum) and the PCs’ actions were driving them to engage more and more deeply with that situation. Was that engagement different than I’d expected? Sure, and if I’d prepped a plot that might have been a problem.

THE REVERSAL

When running a situation-based scenario, in fact, these kinds of false assumptions are often desirable. They provide a completely organic, but dramatically satisfying reversal when the truth comes out.

A reversal, you see, is that moment when everything you think you know about a story is suddenly turned on its head: The private detective has been framed by the dame who hired him. The “CIA agent” who recruited the PCs was actually working for the bad guys. You thought you came to assassinate a beholder, but it turns out you’re actually here to help the beholder layoff some troublesome staff members.

There are techniques you can use to prep reversals, but they can be tricky to pull off in a satisfying way. Even when you do pull it off, the players will know you pulled a fast one on them, even if they appreciate the moment. But when the players know that they duped themselves? When they completely own the false assumptions?

That’s pure gold.

That’s a dramatic beat that lands and lands hard.

Or, alternatively, if the PCs finish the scenario without ever figuring out their mistake, it will likely generate all kinds of delightful complications and blowback for them to deal with later: Imagine if they had killed Mahodth and left the asylum completely unsupervised! What might the consequences have been?

Campaign Journal: Session 47B – Running the Campaign: Fighting With Monsters
In the Shadow of the Spire: Index

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

SESSION 47A: THE MASTER OF TWO SERVANTS

December 26th, 2009
The 25th Day of Kadal in the 790th Year of the Seyrunian Dynasty

Hypnotic Eye

There were still a couple of hours before the shipment was due to arrive. Having found a place to conceal themselves while watching Mahdoth’s front door, they continued their discussion. It wasn’t long before they had once again talked themselves out of waiting: They would obviously have an easier time of it if they tackled Mahdoth and the cultists separately (rather than all at once as the transfer was made), and in re-reading the letters they weren’t even sure that their doubts about Mahdoth being the ultimate source of the suppressive fields in the asylum were well-founded.

“Although,” Tee said, reminding them again, “Whether the suppression fields drop or not, we’re still leaving an asylum full of inmates with no one to watch them.”

“Well… we can always just tell the city watch what happened,” Elestra said.

“Except they might not be happy with us killing everybody inside,” Nasira pointed out.

“Mahdoth is wearing a bone ring,” Elestra countered. “That means he’s a cultist. And we’ve been deputized to take care of the cultist problem.”

Whatever the ultimate solution to the “madhouse full of unwatched inmates” problem proved to be, they headed back into Mahdoth’s with murder on their mind.

THE WESTERN CELLS

Nothing seemed to have been disturbed and it was clear no alarm had been raised. They headed back to the office they had left perhaps a quarter of an hour before and then headed through the next door.

This brought them to a T-intersection. To the west a flight of stairs dropped away. To the east, the hall ended abruptly in a door of solid-looking iron.

Tee, who was habitually taking the lead, briefly debated with herself about which way she should go. She had just decided to check out the door when she heard a soft, light-hearted humming coming from somewhere down the stairs. Turning aside from the door, she headed down the stairs.

The stairs were stark and steep. After a couple dozen feet they bottomed out into a cell block lined with close-set doors, each barred with a heavy slat of iron. A swarthy-looking man was lounging against the wall near the far end of the cell block, humming the guileless tune that had attracted Tee’s attention while spinning a ring of keys on his finger.

The ring of keys made the decision easy for Tee. She planted three arrows in the man before he had a chance to stop humming. He dropped with a soft, almost noiseless gurgle.

Tee quickly scouted the room. There were no other threats. She noted that the door at the opposite end of the cell block was considerably less used than the similar doors lining each wall. There was also a small passage winding away from the cell block.

Tee, suspecting that this was the “western cell block” Zairic’s corpse had told them about, was tempted to explore the passageway. She suspected it might lead to Mahdoth’s quarters.

But instead she went back upstairs and got the others. While talking their options over, they decided to go the opposite direction instead and make sure the locked door at the top of the stairs wasn’t perilous.

“If those are the western cells down there—“

“And they are the western-most cells we’ve seen.”

“—then whatever’s behind that door is pretty close to the western cells, too. It might be Mahdoth.”

MAHDOTH

Tor was something of an incorrigible noise-maker in his clanking armor, and the suppression fields prevented them from creating a zone of magical silence to cover for him. Therefore, in an effort to maintain the element of their surprise, they positioned themselves in such a way that Tee could open the door; Agnarr could see her opening the door; and the others could see Agnarr (but not Tee). This kept Tor’s clanking as far as possible from the scene of stealth.

Tee unlocked the door and swung it open. Beyond was a large, roughly-spherical room of angular depressions and vaulting roofs. Strange, yet comfortable-looking cushions and pieces of furniture were scattered across the chamber at multiple levels.

And rising from one of these was the bulbous body of Mahdoth.

“Zairic! What is all of that racket out—“

Tee shot an arrow at him, but it went wide. Mahdoth’s eyestalks swung around and beams of energy lanced out – Tee was knocked unconscious and then levitated into the air. She was slowly being tugged through the door and wholly into Mahdoth’s chamber.

Agnarr, seeing her go, roared in rage and rushed forward. As he came through the door he was struck by another beam of energy… and suddenly thought of Mahdoth as his best friend in the entire world.

“Why don’t we all calm down, my friend?” Mahdoth said with a smile. Agnarr felt his rage oozing away.

The others were caught slightly off-guard by Agnarr’s precipitous (and unexplained) charge. Tor was the first to rush forward. Entering the room he saw Agnarr smiling up at Mahdoth while Tee’s limp body was slowly lowered into a divan with an oddly-shaped divot in the middle of it.

Tor circled quickly but warily around Mahdoth, looking to distance himself from Agnarr (who he was afraid might turn on him under Mahdoth’s influence) while still putting himself in a position to strike.

But Mahdoth, mindful of losing his influence over Agnarr, floated between the two of them… thus blocking Agnarr’s view of him blasting Tor with a beam of energy.

Which also turned Tor into Mahdoth’s best friend.

Agnarr, meanwhile, was rushing to Tee’s side as she was lowered into the divan. He was anxious to see if she was all right. His jostling woke her up as Agnarr turned a worried eye to Mahdoth, “Is she going to be all right?”

Mahdoth seized the opportunity. “You’re right to be concerned, my friend. Give me some room to pass a healing beam over her.”

And so Mahdoth charmed Tee, too.

The others entered the room… and were befuddled by the sudden love-in.

Mahdoth recycled his “healing beam” explanation and hit Ranthir with the same effect. Ranthir resisted it, but realizing it for what it was he chose to bluff his way through it. Elestra and Nasira, meanwhile, nervously hung back by the door.

Tee, in her charmed state, felt compelled to burble out a confession to Mahdoth: She had killed Zairic! She couldn’t imagine now why she had done anything like that, but she thought he ought to know.

Mahdoth turned suddenly cold. “Why have you done this?”

Tee babbled something about a letter and the shipment that Wuntad was delivering to Mahdoth. “And since Wuntad is a bad man, we just assumed that you must be—“

“Who the devil is Wuntad?”

“You don’t know who he is?” Tee, in her charmed state, was honestly befuddled. But those in their right wits were beginning to figure it out.

“Let me see this letter,” Mahdoth demanded.

Tee dug it out of her bag of holding. Mahdoth grabbed it with his telekinetic eyestalk and perused it with half a dozen eyes at once.

“Where is that traitorous halfling?”

Sheepishly Tee pulled Zairic’s corpse out of her bag of holding. Mahdoth quickly inspected it. “You’ve cast speak with dead on it?”

At this point, Agnarr felt compelled (quite literally) to mention that Mahdoth’s second servant had also been killed.

“Urak? Excellent,” Mahdoth said. “Follow me.”

Nasira and Ranthir were, at this point, tentatively committed to coming along. (Although Ranthir made a point of “playing with his magic dagger” in Mahdoth’s anti-magic zone just to give him an excuse to get a knife close to the beholder.) Elestra was still bitterly paranoid, but in lieu of a non-suicidal option, tagged along for the moment.

On the way out of his room, Mahdoth’s telekinetic eye opened a drawer on a nearby cabinet, took out a ring, and lowered it onto another of his eyestalks.

“What’s that?” Tee asked.

“I want to have a few words with my late servant.”

“A ring of speak with dead?!” Ranthir mouthed to Nasira. He was impressed. And perhaps a little covetous.

As they headed down the stairs, Tee broached a subject within the reach of her friendly compulsion. “Can you tell us about the Pactlords of the Quaan?”

Mahdoth turned cold again. “I haven’t crossed their path in many years. It is a chapter of my life that I do not open.”

A nervous tension filled the air for a moment, but then they arrived at Urak’s corpse. Floating to the corpse’s side, Mahdoth activated his ring and Urak’s body jerked into the air as if suspended by invisible strings.

“Who suborned you?”

Urak’s voice rattled through the chamber. “Zairic. His employers pay me well.” He finished with a hideous, cackling laugh.

“What was your plan for tonight?”

“I was to watch the stairs. Zairic would bring them down to the western cells. The others would arrive from the caverns. Then Zairic would cast a scroll to breach the wall into the sewers.”

“How many are coming?”

“Usually a dozen of the cultists. I don’t know how many of the Children of Mrathrach.”

There was a final, cackling laugh and then the body collapsed in a broken heap on the floor.

The unanswered question that flitted across all their minds was simple: Who were the Children of Mrathrach?

Running the Campaign: False AssumptionsCampaign Journal: Session 47B
In the Shadow of the Spire: Index

Archives

Recent Posts

Recent Comments

Copyright © The Alexandrian. All rights reserved.