The Alexandrian

Posts tagged ‘ptolus’

DISCUSSING:
In the Shadow of the Spire – Session 23A: Let Slip the Dogs of Hell

“WHO DARES TO VIOLATE THIS SANCTUARY OF CHAOS?”

They whirled around and looked up. Above, on a balcony in the tower directly above them, a demon with a goat-like head was floating several feet off the ground. It carried a vicious looking axe with a blade that gleamed in the sun.

Although this is not well-represented in the campaign journal, I actually ended Session 22 in a cliffhanger: The demon showed up, shouted, “Who dares?!”, and that’s where I wrapped up the night.

Cliffhangers are great. There are all kinds of cliffhangers, but two significant ones for RPGs are unresolved peril and the escalating bang.

Unresolved peril is fairly self-explanatory: The PCs — or people/things they care about — are in a state of jeopardy and we “leave them hanging,” uncertain of the outcome. The anticipation of the cliffhanger is based on desperately wanting to know the fate of the things we care about.

I discuss escalating bangs in The Art of Pacing. This is the point in a scene where the stakes are either precipitously raised to a whole new level and/or when the stakes you thought the scene were about abruptly change into something completely different. If you cut more or less on the exact moment that the escalating bang is revealed, the anticipation of the cliffhanger is based on being uncertain about where the scene is going and also the eagerness of wanting to take action in the new reality presented by the bang.

This particular cliffhanger is basically a combination of both types: The escalating bang of the demon’s arrival has both changed the nature of the scene and put the PCs in jeopardy.

(As I point out in Part 5 of The Art of Pacing, cliffhangers also don’t always have to come at the end of a session: If the group has split up, you can create numerous cliffhangers by cutting from one group to another.)

“Anticipation” is a key word here. What makes the cliffhanger desirable as a dramatic technique is that the players immediately want to keep playing, while simultaneously denying that to them. It’s a great way of ending a session, because it makes the players eager for the next session.

ENDING THE SESSION

Cliffhangers are not the only effective way to end a session. At the end of Session 21, for example, we closed on the resolution of some pretty heavy stakes for the character of Dominic. Those significant character beats — particularly if the characters themselves are thinking deeply about how things turned out — are a good place for a session break because it lets the players live long in that moment.

In other cases, like the end of Session 19, you might want to break at the point where a scenario has reached a definitive conclusion. This helps to solidify a sense of accomplishment — the idea that a new milestone in the campaign has been reached. When you look back at a campaign, these milestones will chart out the course you’ve all taken together. (From a practical standpoint, this can also be a good place to wrap up for the night so that everyone — including you! — can have some time to think about what they want to do next.)

If you want to study different types of effective session endings, think about how other serialized forms of entertainment — television shows and comic books, for example — wrap up their installments. You’ll find a lot of different types of endings, and also a lot of variations within those types.

The real trick with an RPG, though, is finding that ending. Unlike a scriptwriter, you only have a limited amount of control over where the game session will take you and how fast it will take you there. That’s actually why I use the word “finding”: Whereas the scriptwriter can sculpt the ending they want, as a GM you need to instead be aware of when the ending happens and then actually end the session.

If you miss a potential ending, there probably won’t be another coming along for awhile. That’s when you’ll end up just kind of awkwardly cutting at some arbitrary point because you’ve run out of time.

THE ENDING WINDOW

To find an effective ending, you’ll first need to be aware when you’re in what I call the “ending window.” That’s the window of time at the end of the session in which it’s acceptable to say, “That’s all folks!” It doesn’t matter how perfect an ending a particular moment would be if it comes two hours into a four hour session. (Although that might be a good place to take a break.)

For me, in a four hour session, the ending window is generally from about 15 minutes before our scheduled end time to about 10 minutes after. (If I’m running for a group where the end time is hard-and-fast, it’s more like twenty to twenty-five minutes before the scheduled end of the session.) If I’m in that window or approaching that window, I know that I’m looking for an ending and can start framing and pacing the action accordingly.

I have a simple trick for staying aware of where I am in the session: A kitchen timer. Before the session starts, I simply set the timer to go off at our scheduled end time and put it discretely behind my screen. (It’s usually surrounded by a pool of dice.) I can then tell in a glance where we’re at: Three hours left. Two hours left. One hour left. Half an hour left. In the ending window.

Why not just use the timer on your phone? The timer on my phone generally needs to be checked – i.e., I have to turn on the screen. It also opens up the potential for other distractions in the form of notifications and the like. The kitchen timer, by contrast, just sits there in my peripheral vision. Not only can I check it with a flick of my eye, but I’ll periodically notice it throughout the session without having to actively think about checking the time. It keeps me tuned in.

Over time, you’ll find that your knowledge of where you are in a session will bring other benefits besides pacing for effective endings. Some of this is practical (like knowing when you should take a break). Others can be a little more ephemeral — you’ll start to develop a gut instinct for pacing; when you have time to let things play out and when you need to get the players moving with harder framing and higher stakes.

NEXT:
Campaign Journal: Session 23BRunning the Campaign: Dungeon Clues
In the Shadow of the Spire: Index

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

SESSION 23A: LET SLIP THE DOGS OF HELL

June 7th, 2008
The 10th Day of Kadal in the 790th Year of the Seyrunian Dynasty

“WHO DARES TO VIOLATE THIS SANCTUARY OF CHAOS?”

They whirled around and looked up. Above, on a balcony in the tower directly above them, a demon with a goat-like head was floating several feet off the ground. It carried a vicious looking axe Rhodintor - Ptolus: City By the Spirewith a blade that gleamed in the sun.

Its powerful legs pushed off the wall behind it, propelling it above their heads. It then dropped to the balcony, floating a few inches above the floor as it swung the axe towards Tee’s head.

Tee tumbled backwards, rolling to her feet in a low crouch. Tor and Agnarr pushed past Ranthir, raised their swords – which they had held uneasily by their sides during the conversation with the Cobbledman – and attacked.

The demon caught Tor’s blade with the broad side of his axe, but Agnarr’s sword cut deeply into its arm. It felt as if he was chopping into a block of solid wood, but the magic blade cleanly cut through the thick skin and found the blood and bone below.

The demon threw back its head and howled in pain. It swept the axe violently back and forth – first smashing the broad side of it against Tor’s head (sending him staggering) and then reversing the blow to smash into the Agnarr’s ribs.

Agnarr gasped as the axe cut through his armor and deep into his side, sending a gush of blood pouring from the wound. The demon’s horns jutted forward, smashing into Agnarr’s forehead.

Elestra reached out, feeling the Spirit of the City and using her own force of will to energize the strength of it around her.

Ranthir, meanwhile, was thinking quickly: He hit the demon with a powerful disenchantment, causing its levitation charm to vanish. The demon fell, landing awkwardly and stumbling forward.

Agnarr, grimacing through the pain, took advantage of the momentary distraction and swung his sword again.

The demon whirled away from the blade, but it still cut deeply into his side. Then it ducked under Tor’s blade and leapt over the parapet, murmuring demonic syllables. Arcane powers caught it up in the air and it levitated out over the central courtyard.

As it turned back to them, Elestra finished gathering her strength and focused a sizzling arc of lightning which tore through the demon where it flew. But the demon seemed entirely unfazed as the electricity leapt from its horns and arced through its body, instead crying aloud: “You will rue the day that you crossed the path of True Chaos!”

Tee, who had retreated back into the keep itself, suddenly heard heavy footsteps thudding across the stone ceiling above her – which would mean that something was on the roof! “Look out!”

But she was too late to warn any of them. Two hounds of hell leapt from the upper level, landing on the balcony near Tor and Agnarr. Their skin had the appearance of cooled lava; their eyes were smoldering pits; and their nostrils breathed gouts of flame. As they skidded across the balcony, they turned and gaped their mouths: Twin cones of flame washed across Agnarr and Tor.

But Tor had raised his shield at the last possible moment, and Agnarr had eased in behind it: Although they still felt a little broiled in their armor, they were mostly angered by the fell beasts.

Although that might have been more true for Tor than it was for Agnarr, because a huge grin was growing across the barbarian’s face: “Dogs! They’re dogs!”

Tee called out from behind him: “You are not allowed to keep one!”

The smile fell from Agnarr’s face, and he dutifully moved forward with Tor. Their blades worked in quick unison and – although the hounds were covered in skin like liquid stone – their magical blades made quick work of them.

Meanwhile, the demon had fled – abandoning his hounds, reaching the far wall of the keep, and dropping down out of sight.

THE SQUARE TOWER

With the demon gone and the demonic hounds reduced to a pile of burning slag, Elestra released the powers of lightning she had called and the smell of ozone faded from the air. Turning to the others she said, “So where to now?”

“I still want to try to get to the square tower,” Tee said. “If Maquent’s journal is still accurate, then the other half of the spiral contrivance or key or whatever it is must be hidden in there.”

There had been a trapdoor in the ceiling of the room filled with arcane symbols and the remnants of old rites, so they climbed up through that to reach the roof. From there they were able to cross over to the square tower.

But they found that the square tower had no doors or windows. Tee donned her boots of levitation to reach the top of tower, but there was no entrance there, either. She then spent the better part of half an hour scouring every inch of the tower’s 24-foot high walls, convinced that there must be some hidden entrance.

Ranthir, meanwhile, was looking through Maquent’s journal. Just as Tee, in frustration, was giving up on her search, Ranthir reread the entry from Noctural 14th, 787 YD. Then he read it out loud to the others: “I have somewhat befriended the Cobbledman. He grows more mad with each day, however. I hid my half of the spiral contrivance in his tower with him. I shall not even tell Radanna. Of course, she will not tell me where she keeps her half, either, but there’s only one place it could be. Certainly no one could sneak a ladder up to that secret door without her knowing about it.”

“If the key is in the square tower and it requires a ladder to reach the secret entrance, maybe that entrance isn’t on the wall of the tower – maybe it’s under the tower.”

They returned down to the large, empty room on the fifth floor of the tower. “We should be directly beneath the tower here,” Ranthir said.

Tee floated up to the ceiling and quickly found a bit of false plaster. Scraping that aside with one of her dragon-hilted daggers, she revealed a small keyhole. She took out the key she had found in the nook below the ruined garden and found that it was a perfect fit.

When she turned it, however, the entire stone block – 6-feet to the side – came loose and fell. It slammed into her and spun her down and to one side. Agnarr, standing below, was caught squarely by the block and driven to the ground.

Dominic rushed forward to help. Agnarr pushed the rock off of his crushed legs and waited patiently for the priest’s holy energy to repair his broken bones. “I’m getting tired of falling rocks in this place.”

“I think they went with cheap mortar,” Dominic said, reaching out to lay a hand on Tee’s bleeding scalp as she settled woozily to the floor next to them.

“When we move in here it’ll have to be the first thing we fix,” Ranthir said.

“We aren’t moving into the demon-infested house,” Tee said.

Tor smiled. “It won’t be demon-infested when we’re done with it.”

“That’s right,” Elestra said. “We’ve already scared off one demon today.”

“He’ll be back,” Tee said grimly.

The stone block had revealed a hole leading through the floor into the bottom level of the square tower. Niches carved in the sides of the hole would make it easy for someone to climb up if they were at the top of a ladder, but they were superfluous for them: Tee’s head was clearing now and so she floated up through the hole.

She emerged into a small, square room. A ladder of iron rungs driven into one wall led up to a trapdoor. The other walls of the room were covered with carved niches. Most of these niches were empty, but in four of them Tee could see flasks of liquid. In another there were a half dozen sticks of black-and-gold incense. In a sixth lay a small gray idol.

Tee grimaced. “I hate idols. Idols haven’t been nice to me.” She unlaced her boots and dropped them down so that Agnarr could follow her up.

Tee climbed up the ladder to the next level of the tower. Here she found a plain room of stone with an iron chest lying off to one side. The ladder continued up to a trap door of stone secured with a thick iron bar.

Black and Red Spiral - Lower HalfThe lock on the chest proved tricky, but Tee eventually managed to get it open. Inside she found bags of silver and gold coins, a thick candlestick of pure gold, and a finely-crafted headband of woven silver. Laying at the bottom chest was half of a circular disk of black obsidian with a bright red stone spiraled through it.

Tee climbed back down the ladder and found Agnarr peering quizzically at one of the niches. “Don’t touch anything. I’ve found Radanna’s half of the contrivance… key… whatever it is.”

“Now we just need to kill the Cobbledman for the other half.” Agnarr grinned.

“I don’t think we’ll need to kill him. He seemed all right with the idea of letting us borrow it.”

“I thought it was inside of him. He grabbed his chest when he was talking about it.”

“I think he was just grabbing at something under his shirt.”

“Oh.” Agnarr thought about this for a second and then jerked his head towards the niches in the wall. “Should we take this stuff?”

Tee glowered at the idol. “I guess we’d better figure out what it is. Why don’t you go back down and send Dominic up to look at it.”

Agnarr shrugged and jumped down through the hole.  He handed the boots over to Dominic, who murmured a prayer to Vehthyl and floated up just high enough for his eyes to clear the edge.

He was able to quickly identify the flasks as containing unholy water. The incense had a strong aura of magic about them.

“And the idol?” Tee asked.

“It has no enchantment upon it. I think it’s safe.”

Tee picked it up and found that it was formed of compressed ash. It was really nothing more than a trinket. She stuck it in her bag, decided against taking the unholy water, and then gingerly picked up the incense.

Dominic, meanwhile, had floated back down to join the others. Agnarr threw the boots back up, Tee laced them up, and floated down. She held out the sticks of incense. “Ranthir can you identify what these are?”

Ranthir took them and raised his eyebrows. “I can, actually. These golden runes on the side are unmistakable. This is vision incense. The six sticks must be burned simultaneously, and their conjoined enchantments create a powerful connection between this world and the dreams of those nearby. Great truth can be found in the visions revealed by incense like this. There are many in Isiltur who use it.”

NEXT:
Running the Campaign: CliffhangersCampaign Journal: Session 23B
In the Shadow of the Spire: Index

DISCUSSING:
In the Shadow of the Spire – Session 22C: Workings of the Chaos Cult

Tee, meanwhile, had discovered that one of the wood panels on the floor was loose. Prying it up revealed a small cache containing two books and a gold ring bearing the device of a broken square. Ranthir was immediately distracted by the books. Eagerly taking them from Tee’s hands he began flipping through them.

In this session we see a couple examples of what I refer to as lore books. These are generally one page handouts (although it’s fine if they end up being longer) that are given to the players when the PCs discover a book with significant information:

If you want to see a particularly large number of examples, check out the Books of the Los Angeles Cult and Savitree’s Research from the Alexandrian Remix of Eternal Lies. (I produced a, frankly speaking, ludicrous number of these for that campaign. To rather good effect in actual play, but I wouldn’t recommend it as an example of my standard practice.)

In practice, these handouts more or less serve as an executive summary for a book that doesn’t actually exist. (If you’re not familiar with these, they really do exist: People pay services to read books – usually business-related books – and produce brief summaries that can be quickly digested without reading the full book. This didn’t make a lot of sense to me until I realized just how much endless, repetitive blather can be found in these books. Although I’m always curious if this is because the authors of these books know that they’re just going to get boiled down to a set of highlights… But I digress. The nice advantage to this is that you can find any number of resources on line about how to write effective executive summaries.)

One significant divergence between my technique and the writing of an executive summary is that I will usually also discuss the actual physical interaction with the book. For example:

This slim, peculiar volume purports to be “a dream woven from the true and factual accounts of many diverse peoples of the world,” but it is rather difficult to separate what is meant to be scholarship from fancy. It is perhaps notable that the author’s name has been savagely crossed out on every page on which it would normally appear with a thick, dark ink, making its recovery utterly impossible. The volume’s only other distinguishing mark is an imprimatur placing its publication in Shanghai.

Or:

This slim folder of supple hide, clasped shut with a length of emerald green ribbon, contains a dozen or so individual sheets of parchment. Written in an archaic – almost alien – form of the common tongue, they tell a sad and cautionary tale.

The idea, of course, is to communicate the sensation of actually reading the book to the player.

“Why not just write the entire book and give it to them as a handbout?” …you’re adorable. But, seriously, I get asked this with surprising frequency, despite the answer seeming to be blindingly obvious: Writing a 50,000 or 100,000 word book as a handout is not necessarily out of the question (if it were to be a centerpiece of an entire campaign, for example), but is certainly not an endeavor to be undertaken trivially. And even if I were to write such a thing, pausing the campaign to allow the player(s) to read book-length confabulism would be to change one recreational activity into a fundamentally different one.

Conversely, though, why not forego the entire exercise and simply give the players the pertinent clue?

First, this is a variation of the Matryoshka search technique: Simply telling the players what they find is a less engaging and less entertaining experience than the players actually plucking the information out of the “book” (even if it is just a summary).

Second, these lore books can be densely packed with information: Not just the clue (or clues) that can lead the PCs to a new revelation, but also deeper lore about the game world that can provide a broader context for the merely procedural action. (It’s significant that a lore book inherently hits on several of the techniques discussed in Random GM Tips: Getting the Players to Care.)

Third, it’s easier to hide clues in the full text of a lore book. It’s deeply unsatisfying for the players when the GM says something like, “Oh my gosh! You remember reading something about this in the Unaussprechlichen Kulten!” Conversely, it’s VERY satisfying when a player suddenly shouts out, “Oh my god! We read about this! Hang on, let me grab the book!”

(In a similar fashion, lore books also offer the opportunity to present puzzles which must be solved. Sometimes this “puzzle” is cross-referencing information across several lorebooks obtained over time.)

Fourth, the physical handout makes it easier for players to reference the key information from the book and to refresh their memory whenever they choose. (This goes beyond merely lore books, but if there’s particularly crucial information – or information that will be relevant across many different sessions – putting it in the form of a handout is a very good idea.)

Fifth, it’s frankly just a more immersive experience for the players. They may not actually be reading the book, but it feels like it. Plus, a book that you just describe verbally is a transient experience. But a book that’s physically at the table – even if it’s just in the form of a piece of paper – really and truly exists. Just the act of players saying things like, “Who has the Fragments of Bal-Sagoth? I want to check what it has to say about Gol-Goroth,” or “Remember when we read The Book of Mrathrach?” is significant.

TIPS & TRICKS

Writing a lore book is more art than science, but here are a few things to keep in mind.

I almost always try to include a picture. In the case of the chaos lorebooks from In the Shadow of the Spire, that was frequently a cult sigil or the image of a chaos creature that was the subject of the book. In the case of Eternal Lies this was almost always the cover of the book. (These days it’s trivial to find scanned images of antique books online that can be repurposed with little or no image manipulation.) Visuals are nice in any case, but there’s also a base utility here: The image makes the handout distinct, not only in the players’ memories, but also when they need to find it again among their various notes and handouts in the future.

To establish the style of the book or to capture the enigmatical nature of the “source” text, include quotations. These can be short fragments or lengthy passages, depending on both your inspiration and need. For example:

The last few pages of the book appear to be a prophetic rambling of sorts, beginning with the words, “In the days before the Night of Dissolution shall come, our pretenses shall drop like rotted flies. In those days the Church shall be broken, and we shall call our true god by an open name.”

Here the lengthier passage captures the unique quality (and also vaguery) of the religious imagery. Conversely:

A closer reading quickly reveals that these deformities – referred to as “the touch of the ebon hand” – are venerated by the writers as the living personification of chaos incarnate.

In this case, I could have just as easily dropped the quotation marks. But including them presents a little “window” into the full text through which the player can project themselves.

As I mentioned before, describe the experience of reading the book. This can be the physicality of the book itself, but you can also relate the sequencing or revelation of knowledge (e.g., “a closer reading quickly reveals” or “on the final pages”).

You can prepare multiple versions of the text, with different versions being “unlocked” under certain circumstances. For example, you might have one handout that describes the physical characteristics of a drow lore book, and another which only becomes available once the PCs are able to read the drow language. A particular insight might require the character to have a particular skill, or a skill of a high enough level. Or there might be a hidden puzzle in the initial handout which, if the player can solve it, will allow them to discover additional layers of meaning in the text (provided in an additional or expanded handout).

You can combine (and expand) these last two ideas by presenting different editions of the same book. This is a common conceit with Mythos texts, for example. Thus the players can find an expurgated or damaged copy of a book early in the campaign, and then find a more complete copy (or one with an alternate ending) later. Marginalia can also be used to distinguish individual copies of a book.

Books can also cross-reference other books. Usually these cross-references don’t really “exist” (there’s not a lore book prepped for them), but in other cases these additional sources (often ripe with deeper information) will crop up later in the campaign. If you’re running a game in the real world, it can sometimes be fun to cross-reference real books.

WRITING THE BOOK

In terms of figuring out what information should be in a lore book, the process is basically part and parcel with plotting out the revelations of a scenario or campaign.

A key insight, however, is that the book should generally not just blandly state the conclusion you want the PCs to make. Instead of writing the conclusion, you are writing the clue which will let the players figure out the conclusion. It’s a subtle difference, but a meaningful one. Often I achieve this effect by presenting the information in an oblique or mythic manner. (For an example of how complicated and interwoven this can be, you might trace the references – both direct and oblique – to Azathoth in the Eternal Lies lore books.)

Along the same lines, it is often useful if the key information is not what the book is primarily about. Or, to think of it in a different way, the primary goal of the fictional author of the book is not to communicate the key information. Write the lore book as a description of what the book is – a scholastic study of Byzantine emperors, a 19th century poetry collection, a manual describing elven funeral practices – and then drop the campaign-relevant information as an aside or one detail among many or an example serving a purpose in the text distinct from that to which the PCs will put it (or interpret it).

(This is not universally true. It can often be just fine to have a book whose primary function is to tell people about the very thing that the PCs need to know. This is particularly true if the lore book is being used to convey a great deal of pertinent information. I often think of these as a “briefing documents,” and the two lore books in the current session – Truth of the Hidden God and Touch of the Ebon Hand – are of this nature.)

Lore books don’t have to be just about clues, either. I often build mechanical benefits or character advancement opportunities into lore books.

  • GUMSHOE games have a great mechanic for this in the form of dedicated pool points, so that if a player has the book with them it can mechanically benefit their investigations. This also has the nice effect of procedurally adding additional content to the book beyond the initial summary in response to player-initiated actions.)
  • D&D spell books are an easy example. Relatively simple handouts containing the spell lists from captured spell books can offer a surprisingly rich amount of game play.

This is a great way to introduce homebrew or supplementary content into a campaign, particularly for players who aren’t typically interested in that sort of thing. I’ve used lore books to introduce new feats, new spells, new class features, and even whole new mechanical sub-systems.

My last piece of advice is this: Get specific. Lore books with a narrow focus are often more interesting than general cyclopedias. But even as you’re writing out a broad summary of what the book is about, pepper it with specific examples. Instead of having a book that’s “about haunted houses,” give examples of specific haunted houses. That specificity is what will make the lore book come alive.

NEXT:
Campaign Journal: Session 23ARunning the Campaign: Cliffhangers
In the Shadow of the Spire: Index

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

SESSION 22C: WORKINGS OF THE CHAOS CULTS

May 18th, 2008
The 10th Day of Kadal in the 790th Year of the Seyrunian Dynasty

The walls, floor, and ceiling of the room were covered in a haphazard array of magical circles, symbols, and strange characters. The sight was almost dizzying. After little more than a glance, Tee called out for Ranthir to join her.

Ranthir quickly identified the symbols as belonging to a variety of rites, although none were immediately known to him. He did note that many of them bore a more than superficial resemblance to the rites performed by the Seyrunian demon-binding cults of the previous century. And others seemed to have something to do with the creation and binding of energy. Some simply seemed to be mad scribblings to which Ranthir could not ascribe any immediate sense. One particular section of the wall had been completely covered in charcoal, and then written upon in chalk:

Tee, meanwhile, had discovered that one of the wood panels on the floor was loose. Prying it up revealed a small cache containing two books and a gold ring bearing the device of a broken square:

Ranthir was immediately distracted by the books. Eagerly taking them from Tee’s hands he began flipping through them.

TRUTH OF THE HIDDEN GOD

What appears, at first, to be a copy of the Book of Athor is nothing of the sort: The pages inside are covered with scrawled diagrams and heretical desecrations of the Nine Gods.

A closer reading reveals this to be a cult manual for the “Brotherhood of the Blooded Knife”. The cult venerates chaos in all its forms, focusing their blasphemous rituals around the practice of human sacrifice. These sacrifices are given to a Galchutt named Abhoth, who they venerate as the “Source of All Filth” and the “Lord of the Zaug”.

Disturbingly, much of the book is given over to material designed to mock the holy rituals of the Church. It appears that the cult establishes itself secretly in society by posing as other religious orders. Actual followers of the deity may choose to join them, usually to their dismay – either they come to join the cult itself or they die beneath the cult’s “blooded knife”.

In other cases, a few cultists will infiltrate another religion and use force, blackmail, magic, or simple persuasion to sway its members into secretly worshipping chaos. This process can take years, but eventually the cult eats the other religion from the inside out, consuming it until the temple is entirely a front for the altars of the Brotherhood hidden in their subterranean complexes.

The last few pages of the book appear to be a prophetic rambling of sorts, beginning with the words: “In the days before the Night of Dissolution shall come, our pretenses shall drop like rotted flies. In those days the Church shall be broken, and we shall call our true god by an open name.” The remainder of this section is a description of the faux religious practices for a fanciful “Rat God”, with the apparent intention being that a church could be openly established for this “god”. Eventually, the prophecies, say even this “last pretense” will be abolished and “Abhoth shall be worshipped by all who are not blooded by the knife”.

TOUCH OF THE EBON HAND

The pages of this volume are filled with disturbing and highly detailed diagrams of the most horrible physical deformities and mutations. A closer reading quickly reveals that these deformities – referred to as “the touch of the ebon hand” – are venerated by the writers as the living personification of chaos incarnate. Particularly prized are those functional mutations – an extra eye or oversized arms, for example.

The rest of the book describes horrid rites which make it clear that the Brotherhood of the Ebon Hand not only idolizes deformity and mutation, but seek to inflict it and spread it as well: Ritual scarring. Magical alteration. Alchemical experimentation. Chaositech-induced mutation.

Members of the cult have no distinctive garb, but they usually bear the symbol of a black hand in some form: A tattoo. A charm. A small embroidery on their clothes. Or so forth. Of course, most of them are also marked by their mutations.

THE COBBLED MAN

As Tee continued searching, Elestra also came into the room. Looking over Ranthir’s shoulder she pointed at the charcoal wall: “We’ve seen three of these symbols now. The hand, the knife, and the broken square.”

“I wonder what the others could mean.”

“Something to do with the cults, I guess.”

They continued chatting quietly as Tee probed at the walls and the floor.

Dominic, in the tower outside, stood looking in at them. And then pain rushed through his body as a heavy blow landed across the back of his skull.

Stumbling forward he felt a horrible wave of nausea rip through his body. Turning he saw a horrific, monstrous man: A second head had been awkwardly attached to its shoulder, and the muscles of its arms and legs were grotesquely over-developed. The hair on both of its heads was greasy, lanky, and sparse. The eyes on one of the heads was shut, but the eyes of the other were filled with rage. In its right hand it clenched a silvery rod.

“WHY ARE YOU IN WUNTAD’S ROOM?”

Its voice was a dull boom. Its words sullen.

Tor, reacting almost instantly, rushed up the stairs from below. Emerging into the cramped base of the tower, he was clipped nastily along the side of his head. Like Dominic, he felt a nauseous wave pass over him. Shaking it off, he swung his sword – opening a vicious gash in the creature’s arm.

Ranthir rushed out, as well. “Can’t we just work this out?” But his voice was drowned out in the sudden chaos of the melee.

But then Tee shoved her way past him and her voice carried a greater authority: “Stop it! Wuntad sent us! Stop it now!”

The creature froze, its massive hand hovering to deliver a devastating blow on Tor. “Wuntad sent you?”

“Yes,” Tee lied, putting as much earnestness into her voice as she could. “He sent us.”

“He’s been gone so long. I’ve been alone for so long…” The dimwitted voice was filled with painful sorrow.

Tee softened. “Are you the Cobbledman?”

“… someone called me that. Once. They left too. A long time ago.” The Cobbledman clutched absently at the rags on his chest. “They left me all alone… Do you have any food?”

Ranthir fumbled at one of his pouches and then held out an iron ration. “Why didn’t you leave?”

“Can’t leave.”

“Why can’t you leave?”

“Wuntad put something in my brain. Make me loyal. Make it hurt to leave. Can’t leave until Wuntad say I can leave.”

Ranthir had a sickly certainty that this was a betrayal of the flesh. He could see telltale lumps beneath the Cobbledman’s skin – tubes and… other things.

“What happened to Wuntad?” Tee asked.

“Don’t know. The angry men in the metal suits came. There was lots of angry noise. I hid in my tower. And then everyone left… You’ll leave me, too, won’t you?”

No one had an answer for that.

“Cobbledman,” Tee said carefully. “Do you have a piece of metal that looks like a spiral?”

A look of something very like panic entered the Cobbledman’s eyes. “Yes.”

“Could we have it?”

“No! No! My friend gave it to me! I have to keep it safe! She said so!” His hand groped against the rags on his chest, clutching something beneath them.

“I understand,” Tee said gently. “But if we promised to bring it back, do you think we could borrow it? You could even come with us.”

“Maybe…” The Cobbledman seemed to be losing focus. “Do you have any more food?”

Ranthir gave him some more and the Cobbledman chewed it absentmindedly. “I’m going to go to sleep now. So very hungry…”

He began shambling back across the bridge and disappeared into this tower. They watched him go, sadness and pity filling their hearts.

“Well,” Tee said. “At least we know where one part of the spiral key is. Now we just need to find out where Radanna hid hers.”

NEXT CAMPAIGN JOURNAL

Laboratory of the Beast

January 26th, 2020

Laboratory of the Beast

With the 5th Edition and Cypher System versions of Monte Cook’s Ptolus being announced this past week, I thought it might be fun to visit The Laboratory of the Beast. This scenario was originally designed as part of my ongoing Ptolus campaign, and I’ve discussed it quite a bit in the “Running the Campaign” columns that accompany the campaign’s journal entries. For those who haven’t read those journal entries, here’s the short version of the scenario’s origins:

Beneath the city-state of Ptolus there are a number of overlapping dungeon complexes. One of these is Ghul’s Labyrinth, the remnants of a vast and ancient underground citadel created by the dark lord Ghul. In the main Ptolus sourcebook there’s a scenario called “Trouble with Goblins” in which a number of goblins emerge from Ghul’s Labyrinth into the basement of an abandoned house and do various terrible things.

When I ran this scenario early in my campaign, the PCs backtracked the goblins and followed their trail down into the Labyrinth. In the published scenario, the trail goes cold and the PCs don’t find anything of interest in the dungeon. I decided it made more sense for the trail to lead somewhere, and so I designed a little mini-scenario.

I later published that scenario as The Complex of Zombies. As I described here, the published version of the scenario had been adapted to make it a generic scenario, notably changing the research complex so that it now belonged to the enigmatic Sons of Jade.

The Complex of Zombies - Justin AlexanderA key feature of this mini-scenario is that, ultimately, the goblins’ trail leads back through a bluesteel door: These doors, which are a common feature in Ghul’s Labyrinth, are essentially impassable for low-level characters unless they know the password. (As I discuss in “The Blue Doors of Ptolus”, this is a great way to control and define transitions in a megadungeon complex.)

The basic design goal here was to give the PCs a reward for successfully pursue the trail, but then definitively end the scenario so that they could move on to other things.

But it didn’t work out that way.

As described in “Tales from the Table: Unexpected Successes” (which is probably worth a read, if I do say so myself), the PCs managed to pull a rabbit out of their hat and successfully guessed the password, causing the bluesteel door to open.

The Laboratory of the Beast is what lies on the other side of the door. (The goblin trail ultimately leads through the laboratory to another scenario called The Goblin Caverns of the Ooze Lord. If response is positive to The Laboratory of the Beast, perhaps I’ll be able to share that latter adventure in the near future.)

With all this in mind, there are a few ways that you could use The Laboratory of the Beast in your own campaign:

  • You could use it as designed, attaching it to the door at one end of The Complex of Zombies.
  • You could make it a stand-alone dungeon. You could put the door leading to the laboratories almost anywhere: In the basement of a ruined keep. Or found in the aftermath of a tragic collapse during sewer construction. Or carved into the side of a mountain. Or it’s actually a portal that you leap into from a lich’s sanctum.
  • You could incorporate it into some other megadungeon complex, with or without The Complex of Zombies.

I’m presenting the scenario here basically in its original form (with a minimal amount of clean-up to hopefully make my intentions clear to people who don’t live inside my skull), so if you use it in combination with The Complex of Zombies you’ll probably want to make a decision about whether you’re using the Skull-King Ghul or the Sons of Jade.

If you’re planning to use this scenario in your own Ptolus campaign, you should also note that it was written for the version of Ptolus as it exists in my personal campaign world and may, therefore, have any number of metaphysical inconsistencies with Ptolus Prime.

GENERAL FEATURES

During the time of Ghul the Skull-King, this complex was being used to breed the hounds of Ghul — powerful war hounds who, through the machinations of this laboratory, became ever more dire and horrific.

Walls: Cream-colored stone (hardness 8, 15 hp/inch).

Unkeyed Rooms: These are empty, dusty rooms. Some might contain vague discolorations on the floors and walls, suggesting that they might have once contained equipment which has been removed. Or strange alchemical stains.

Bluesteel Doors: Indicated by a shaded door on the map. Made from steel with a distinct bluish tint. One cannot open them by normal magical means and they have no lock to pick. Instead, each door will open in response to a specific word. (3 inches thick, hardness 12, 120 hp, Break DC 31)

Glass & Bronze Doors: Indicated in room keys. Made of glass bound in bronze. These doors are very fragile, but have been laced with dark magic which curses whose who break them. (The effect will be described in the key entry when appropriate.) Resisting the curse requires a Will save (DC 24) and can be removed only by a cleric of at least 13th level casting remove curse on sanctified ground.

Taint: Various items and locations are tainted. See Advanced D20 Rules: Taint for rules on this dark perversion of reality.

Kaostech: Kaostech items can be found throughout the laboratories. See Kaostech for more information on this technomantic art.

Go to Part 2: Maps

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