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Posts tagged ‘ptolus’

IN THE SHADOW OF THE SPIRE

Session 16A: To Labyrinth’s End

Grinkel Mine - Collapsed Tunnel

There was another hall directly opposite the one they had emerged from, but they could see that it ended in a complete collapse after only a few dozen feet. (A careful examination of Ranthir’s maps suggested that this was part of the same collapse that had blocked their progress on the upper level.

In the Laboratory of the Beast I use collapsed tunnels primarily to create an illusion of scale. Although this particular complex was already quite large (comprising 60+ rooms), I wanted to give the impression that it had originally been even larger. So I simply collapsed part of the complex.

There are a couple techniques that I think help to sell this illusion:

First, the complex needs to already have some scale to it. I’ve found that if you just map two or three rooms and then collapse a tunnel that supposedly leads to a vast complex that no longer exists, the players don’t really feel it.

Second, include smaller collapses that the players can discover the other side of (by circling around). The fact that stuff exists behind this collapse will reinforce the illusion that there were vast chambers behind all of those other collapses, too.

A brief digression here: Why did I decide 60+ rooms was enough and then evoked the rest of the complex by collapsing corridors?

Simple: I ran out of ideas.

When I sat down to design the Laboratory of the Beast, I brainstormed a bunch of ideas, reviewed the original brainstorming notes I had compiled when starting the campaign, and did a quick survey through some bestiaries for cool stuff I could include. Then I started mapping, jotting down which ideas went into which rooms as I went. Along the way I discovered some new ideas, and other stuff got thrown out when I discovered I didn’t actually like it or that it didn’t fit with how the rest of the complex was developing.

And then, somewhere down on the second level, my list of ideas had dwindled to almost nothing. So I collapsed the remaining tunnels. Then I went back up to the first floor and tweaked the map so that the collapse extended vertically, too.

WHY?

From a design standpoint, the primary reason to use this technique is when a particular dungeon concept requires a certain scale – “vast dwarven city”, “sprawling military laboratory”, “petrified remains of a demon so large its veins are corridors” – but in actual practice you’re not interested in spending the time necessary to explore the entirety of that scale.

This can also be true in a fractal sense: This complex should have had barracks for 500 men. It’s not difficult to map that, but searching 500 nondescript beds is boring, so drop a ceiling on most of the barracks complex and call it a day: The PCs will still be able to get a sense for how the dungeon functioned (“I guess these were the barracks”), but you bypass potential drudgery.

In general, collapsed tunnels also suggest age and imply danger. They can also create a sense of mystery. (And sometimes that mystery will be paid off if a collapse can be navigated or circumnavigated.)

In the dungeons of Castle Blackmoor, Dave Arneson used collapses in order to change the topography of the dungeon itself, thus altering the tactical and strategic properties of the megadungeon. Perhaps most easily used in campaign structures where the PCs are repeatedly re-engaging with the same dungeon complex, it’s also possible to sparingly use this gimmick by collapsing tunnels while the PCs are still inside the dungeon. In addition to the immediate peril of the collapse itself, the PCs will be posed with a new challenge as they try to figure out how to get back out of the dungeon. (There’s a scenario by JD Wiker in Dungeon #83 called “Depths of Rage” which uses this gimmick and which I ran to great effect in my first 3rd Edition campaign.)

Collapses can also open passages that didn’t previously exist. And, in either capacity, they can serve as triggers: The dark dwarves who are invading the outer dwarven settlements because their own realms have been destroyed by a cataclysm. The breaching of an ancient eldritch prison. Deep goblins finding new pathways to the surface. And so forth.

AND WHAT IF?

One thing to be aware of when using collapsed tunnels is the possibility that the PCs will figure out how to excavate or bypass them. (This becomes particularly true as they reach higher levels and gain access to magical resources that can make this task increasingly trivial.)

It can be useful, therefore, to have some sense of what’s “back there” behind the collapse, just in case your players make it necessary for you to know. This is probably just good design advice in general, honestly, and you can see that with the examples above: I knew that there were more beast-themed laboratories beyond the collapses. When we dropped the ceilings on the barracks, we knew that they were barracks. These complexes weren’t just random assemblies of randomness; they were built (and inhabited) with purpose, and if you understand that purpose then you’ll just naturally know what’s behind the collapse.

Thinking about this too much, of course, is a trap. The odds of the PCs deciding to clear some random collapse are actually quite low, so going into any sort of detailed prep about what’s back there is almost certainly wasted prep and should be avoided. (It also likely negates the entire reason you collapsed those tunnels in the first place; i.e., to avoid prepping that stuff.)

BUT WAIT!

What if you want the PCs to excavate a tunnel and find a bunch of cool stuff behind it?

This can be tricky to reliably pull off. The natural reaction most people will have to seeing a blockade of solid stone is to go somewhere else. Most players will also be guided by the meta-knowledge that dungeon collapses rarely have anything mapped behind them, so the hard work of clearing all that rock is likely to be met with the GM literally stonewalling them.

(Pun intended.)

In order to overcome that natural and cultivated aversion, you’ll need to turn the area beyond the collapse into an attractor: You need to create a specific desire/need for the PCs to clear the collapse. For this, you’ll want to employ the Three Clue Rule: Old maps depicting the area beyond the collapse. Withered undead who murmur about lost riches. And so forth. Maybe it will become clear that whatever brought the PCs to the dungeon in the first place must lie beyond the collapse.

Get digging!

Ptolus - In the Shadow of the Spire

IN THE SHADOW OF THE SPIRE

SESSION 16A: TO LABYRINTH’S END

January 19th, 2008
The 6th Day of Kadal in the 790th Year of the Seyrunian Dynasty

They left the Temple of Asche. Tee headed down towards South Market to meet with Edarth and collect their payment for the consignment of gems. The rest of the group split up: Ranthir and Elestra headed back to the Delver’s Guild Library to continue Ranthir’s research. The others headed towards the Undermarket and began asking questions about the taint and showing around the tainted objects they had recovered.

Their goal was to find out more about the taint or the objects or both. Maybe there was some other way that they could dispose of the objects or cleanse themselves of the taint.

Unfortunately, their inquiries were unsuccessful. Those who had any familiarity with the taint could only give them one piece of advice: Stay away from it.

Sheva Callister told them the same thing when they asked her about it: “There are dark things beneath the city. Some look for the power to withstand them, but in my experience its better to learn how to avoid them.”

RETURN TO THE LOWER LEVEL

By noon they had all returned to the Ghostly Minstrel. They had learned nothing of value, but at least they had the money they would need to pay the Temple for their cleansing rites the next day.

Despite the fact that neither Tee nor Ranthir were feeling entirely well, the decision was made to return to Ghul’s Labyrinth. “I’d rather not just sit around and wait,” Tee said. “Besides, I may feel a little under the weather, but it’s not that bad.”

They first thing they did was open the doors to the temple of ebony, throw every item they had identified as tainted into the room, and then slam the door shut again. Then they headed straight back to the area they had been exploring before being driven out of the complex by their wounds. The strewn wreckage of the constructs was undisturbed, and they took this as a sign that there were no more immediate threats in the area.

On the far side of the chamber of the jewel scarabs they found a series of workshops that had apparently been dedicated to the creation of various constructs.

In the first of these chambers there was a large forge built into the corner. Strange metal frames were built up here and there and the middle of the room was dominated by a large stone worktable. The materials in this room had been badly damaged, but Ranthir estimated that it could still be quite valuable (worth 2,000 gold pieces or more). However, the total weight of it all – more than five thousand pounds – quickly dissuaded them from any thoughts of looting the place.

The new chamber appeared to be a parts storage of some kind. The walls of the room had been carved out with numerous cubbyholes, cabinets, shelves, and the like. Ranthir identified these golem construction parts as being more valuable – worth 5,000 gold pieces — and lighter weight (only a thousand pounds or so). But it was still more than they could hope to carry out of here. (“We’ll need to come back with hirelings,” Agnarr said, gazing appreciatively around the room.)

In the next chamber there were several rack-like structures running down the length of either wall. Most of these racks were empty, but two of them still contained mechanical constructs.

Thoon Constructs - Monster Manual V

Various sections of these constructs, however, were open. They had either been disassembled or were never complete to begin with. Ranthir was intrigued at the thought of completing them, but this was a project that would undoubtedly require a great deal of study and even more time.

For now they moved on, taking a hall that led east out of this final chamber. This took them into another workroom in which a large drill – literally ten feet long and half as thick – was suspended from scaffolding. The drill was flanked by two workbenches and was clearly unfinished. However, Ranthir was able to ordain enough of its mechanisms to recognize that, intact, it would have been self-propelling. The drill’s cutting surfaces were edged with at least 9,000 gold pieces worth of adamantine.

While Ranthir had been examining the drill’s mechanisms, Tee had been poking through the workbenches. In one of the many drawers, she found a cedar box inlaid with Ghul’s skull sigil in blackoak on the lid.

(more…)

IN THE SHADOW OF THE SPIRE

Session 15C: The Taint of Ghul

Ranthir suspected that the temple they had explored was a tainted place. It was also possible that some of the items they had taken from the Labyrinth were tainted themselves…

When I created the Western Lands setting for my first 3rd Edition campaign, there was a Lovecraftian element I wanted to include and I decided to try modeling that element with a Call of Cthulhu-inspired Call of Cthulhu - ChaosiumSanity mechanic.

Quick verdict here: This doesn’t work with D&D.

First, the D&D milieu already incorporates Lovecraftian elements, but does so through a distinct literary tradition descending from the sword and sorcery tales of Robert E. Howard and Clark Ashton Smith.

Second, D&D is an intensely and inherently violent game. Call of Cthulhu’s Sanity is calibrated to model the reaction to such violence realistically (with psychological devastation), but, once again, D&D’s treatment of violence is heroic and legendary in character.

It’s just a complete mismatch. I scrapped the Sanity rules.

Nonetheless, there was this aspect of the setting that I felt needed to pop mechanically in order to properly emphasize that it very specifically wasn’t just a traditional part of D&D’s kitchen sink of fantasy. This other order of beings that wasn’t just a different breed of monsters, but something inimical to the very fabric of reality itself.

When Unearthed Arcana came out, it included its own set of Call of Cthulhu-derived Sanity mechanics. I briefly incorporated those into my house rules document, but they never really made it into play. It was still clear to me that they weren’t going to work.

Unearthed Arcana - Wizards of the CoastUnearthed Arcana, however, also included a separate mechanic referred to as Taint. This was much closer to what I wanted: Something that infected certain locations, objects, and characters. Something that basically allowed me to “tag” certain aspects of the game world and say, “This is bad mojo. This is Mordor. This is the broken symmetry. This is the singularity beyond which your perception of the world is cracked.”

And it basically worked. I found the rules from Unearthed Arcana a trifle overwrought, so I streamlined and simplified them when I incorporated them into my house rules, and they were brought fully online in the campaign immediately preceding In the Shadow of the Spire.

Later, Monte Cook published a sourcebook called Chaositech detailing a sort of steampunk-ish technology driven by chaotic energies. I thought the idea was really cool and wanted to incorporate it into the existing technomantic arts of my campaign world even before chaositech turned out to be an integral part of Cook’s Ptolus setting.

Chaositech - Malhavoc PressChaositech, however, featured another overwrought system for the mutations and other effects suffered by characters wielding it. I realized that I could rip that whole set of mechanics out and basically plug in the Taint mechanics that were already part of my campaign.

Here, too, the taint worked: It created fear in the places where D&D characters typically don’t feel fear. And, in the case of chaositech, it created a clear and definite distinction which made it clear that these strange, technomantic machines weren’t just a simple substitute for magical items. They were something different. They were something other.

If anything, taint has proved a little too effective in the campaign: I thought there would some dabbling with chaositech. But the PCs want absolutely nothing to do with taint. In the current session they are only beginning to comprehend its jeopardy, but you’ll shortly see that the moment they identify something as tainted, they will immediately take steps to dispose of it.

Although that, too, would ultimately prove to have fascinating consequences.

Ptolus - In the Shadow of the Spire

IN THE SHADOW OF THE SPIRE

SESSION 15C: THE TAINT OF GHUL

January 12th, 2008
The 6th Day of Kadal in the 790th Year of the Seyrunian Dynasty

MORNING SICKNESS

The next morning, Tee woke up early and was struck almost instantly by a wave of dizziness and nausea. She felt sick in both body and soul.

She woke Dominic, but he wasn’t able to find anything wrong with her. So she decided to cross Delver’s Square to St. Gustav’s Chapel and speak with Brother Fabitor. But, like Dominic, he wasn’t able to find anything wrong with her. She seemed perfectly healthy.

Frustrated and confused, Tee returned to the Ghostly Minstrel in time to join the others for breakfast. When she described what she was feeling, however, Ranthir suddenly spoke up: “Actually, now that you mention it, I haven’t been feeling well since we were exploring that strange temple yesterday.”

“And you didn’t say anything?” Tee was aghast.

“I didn’t think it was of import.”

Now they were all worried. Was the temple the ultimate source of Tee’s illness, as well? And, if so, would they all succumb to it eventually? And how bad would it get?

“It’s not a physical illness and it’s associated with Ghul’s Labyrinth,” Tee said. “Maybe somebody else has run into this before.”

“I could check at the Delver’s Guild Library,” Ranthir suggested.

“Good idea,” Tee said. “I’m supposed to be meeting with Mand Scheben at the Temple of Asche this morning. So I’ll meet up with you here for lunch? See what you’ve found?”

A CONVERSATION WITH MAND

When Tee reached the Temple of Asche, the priests took her directly to Mand’s office.

Mand SchebenTee had thought it was going to be difficult to explain what was troubling her, but she quickly found that she was gushing information: She told him all about the deal she had made with Malkeen (a detail that not even her comrades knew about) and then went on to describe her encounter with Malkeen the previous morning. This led her into an explanation of who Dullin was and how she had ended up sending him a note (although here, at least, she curtailed the explanation in much the same way she had with Malkeen himself).

Mand was concerned. Malkeen was dangerous, and he was certain that Lord Zavere had never meant for them to attract that kind of attention. He promised Tee that he would bring the matter up with Zavere as soon as possible.

After leaving Mand’s office, Tee felt twisted up inside: She wasn’t sure if she’d done the right thing. She certainly wasn’t happy with all the information that had spilled out of her. But it was what it was. She’d have to live with it.

THE SHADOW OF TAINT

Tee returned to the Ghostly Minstrel. About an hour later, Ranthir came back, as well.

The news wasn’t good: Based on the description of their symptoms and the events surrounding it, Ranthir suspected that they were suffering from a phenomenon known as “taint”. Taint was a perversion of the natural order – a corruption so profound it warped the very nature of reality. It was a manifestation of extreme evil or chaos concentrated into a single creature, artifact, ritual, location, or act.

Ranthir suspected that the temple they had explored was a tainted place. It was also possible that some of the items they had taken from the Labyrinth were tainted themselves (which would explain why Tee didn’t begin manifesting symptoms until hours later).

“How can we know for sure?” Tee asked.

“Certain divination spells – particularly those which can detect the presence evil or chaos – can detect the taint,” Ranthir said.

Dominic said that he would be able to pray for such divinations in the morning, but Tee wasn’t willing to wait. She marched them all straight back to the Temple of Asche.

Mand was surprised to see that Tee had come back so quickly, but when he heard the situation he quickly summoned in one of the other priests and had him perform the appropriate rites.

These confirmed their fears: Tee and Ranthir had been touched by the taint, which clung to them like a miasma. In addition, several of the objects that Tee carried proved to be tainted themselves – specifically the two cube-like hunks of metal; the small box of metallic discs (specifically the discs themselves); the glass sphere filled with blackish liquid; and the twenty arrows of milky-white glass.

Mand Scheben knew that there were holy rites that could cleanse the taint out of them, but they would be expensive – even with the favored status in which the Temple of Asche held them. (There were lesser rites that wouldn’t be so expensive – but they would leave some residue of the taint behind.)

In fact, the only way they could afford the more expensive rituals would be with the money they were going to get for the gemstones Tee had consigned to Edarth’s the day before. They hadn’t been paid for that consignment yet, but they would be soon enough. Tee asked Mand if the proper rites could be prepared for the next day. Mand agreed.

Tee also asked him if the church would be willing to take the tainted objects from them. But at this Mand balked: He would have to consult with the elders of the church before agreeing to such a thing. Tee was frustrated by this – “You’re a church! That’s what you’re supposed to do!” – but really had no choice in the matter.

NEXT CAMPAIGN JOURNAL

IN THE SHADOW OF THE SPIRE

Session 15B: The Ghostly Minstrel Plays

The Ghostly Minstrel - Malhavoc Press

In setting up the In the Shadow of the Spire campaign, I was fairly certain that the PCs would choose to settle down in the Ghostly Minstrel: The campaign hook had them awaking there with missing memories, which I felt would create a certain gravitational pull all by itself. I then spiked the situation a bit more by prepaying their rent. (So that going anywhere else would incur additional expense.)

I was basically right. In more than a hundred sessions there have only been two occasions when I think their position at the Ghostly Minstrel was seriously jeopardized: The first relatively early in the campaign when it seemed as if they might all move into Tee’s house. (A different set of rent-free lodgings!) The second later in the campaign when various would-be assassins kept finding them at the Minstrel and they began to conclude that it was no longer safe for them there. (They found a different solution to that problem.)

Tor also had a long-standing fascination with the idea of buying a house, which is only poorly reflected in the campaign journal (as it usually only came up tangentially during other conversations). He never seemed able to convince anyone else of the virtues of real estate investment, however.

Knowing that the PCs would be staying at the Ghostly Minstrel, I wanted to make sure to bring that building to life for them. To make it feel like a real place. To make it feel like home.

I’ve previously discussed the graphical advantages of using Cook’s elaborately detailed setting. This included not only multiple pictures of the Ghostly Minstrel, but also complete floorplans of the entire building. But what would really breathe life into the Ghostly Minstrel would be its patrons.

I knew that establishing would be a long-term project. Dumping them on the PCs all at once wouldn’t create meaningful relationships; it would just be informational overload. These NPCs needed to become familiar faces.

BUILDING A CAST OF CHARACTERS

Ptolus - The Ghostly Minstrel (Malhavoc Press)

The first step was to actually establish who the characters at the Ghostly Minstrel were. Here, too, Monte Cook had done the initial work for me, astutely including a list of “regulars” at the tavern: Sheva Callister, Daersidian Ringsire, Jevicca Nor, Rastor, Steron Vsool, Urlenius the Star of Navashtrom, Araki Chipestiro, Mand Scheben, and the Runewardens.

Some of these characters resonated with me. Others did not. I culled the list and then supplemented it with other characters that I knew would likely feature later in the campaign. Then I did a little legwork to pull details on these characters together onto a single cheat sheet for easy reference during play.

USING THE CAST

At this point what you have is something that’s not terribly dissimilar from the Party Planning game structure I’ve discussed in the past. The primary difference is that rather than being crammed into a single big event, the interactions in the Ghostly Minstrel’s common room were decompressed over the course of days and weeks. Using the Party Planning terminology:

  • Who’s in the common room each night?
  • What’s the Main Event Sequence for tavern time?
  • What are the Topics of Conversation?

For the first few days of the campaign, I took the time to hand-craft these elements. This allowed me to think about the pacing and sequence for introducing different NPCs. (Would it be more interesting for them to meet Jevicca and have her mention Sheva? Vice versa? Meet them both at the same time?)

Eventually, the campaign moved beyond that phase. At that point, an evening at the Ghostly Minstrel would consist of:

  • Looking at my cheat sheet and randomly selecting a mix of characters to be present.
  • Looking at my campaign status sheet to see what the current news on the street was and assuming that those would likely be the current Topics of Conversation.
  • Occasionally interject a specific, pre-planned development – either in terms of character relationships or scenario hooks.

REINCORPORATION

The final step was to reincorporate the Ghostly Minstrel NPCs into other facets of the campaign (and vice versa). You can see that, for example, with the Harvesttime celebration at Castle Shard, where Sheva and Urlenius both showed up. Conversely, although he also appeared on Cook’s list of regulars at the Ghostly Minstrel, I introduced Mand Scheben first as someone looking to hire the PCs and then had them notice him hanging out in the common room.

FINAL THOUGHTS

Lately I’ve gotten a little lazier when it comes to the cast of characters at the Ghostly Minstrel. Other parts of the campaign have gotten quite complicated, and there are a lot of balls being kept in the air without also juggling in tavern time. The PCs themselves are also less focused on the Minstrel, and their penchant for simply teleporting directly into and out of their rooms also bypasses the traditional “you see so-and-so and so-and-so chatting in the common room” framing that often marked the end of a long adventuring day during these early sessions.

Ghostly Minstrel - Ptolus - Monte CookFortunately, if you put in the early work on this sort of thing, it builds a foundation that you can comfortably coast on for a long a time. For the players, the Ghostly Minstrel is a real place that they have a personal history with, even if it’s been awhile since it’s had a spotlight shone on it. And it only takes a few light reminders – and a few familiar faces – for the Ghostly Minstrel to surge back to life for them.

Recently, however, we’ve had a new player join group and this, for lack of a better term, complacency has become problematic: The simple references which resonate with the other players simply have no resonance for him.

(At the most basic level, think of it like this: When I say, “You walk into the Ghostly Minstrel,” to the long-established players, a vivid and fully-detailed image is conjured up in their mind’s eye. That’s all it takes because we’ve all collectively done the work, right? That doesn’t happen for the new player, though, because it’s not a place that already lives in his imagination. The same thing applies, but even moreso, for the relationships with the NPCs.)

As such, I want to kind of beef up the group’s engagement with the Ghostly Minstrel again for at least a little awhile. It was probably time to do so any way, because a lot of these relationships had just been kind of floating along in a gentle haze for a long time now.

Because I do have so many other aspects of the campaign I’m juggling, however, I’ve decided to approach this through a slightly more formal structure. (The structure allows me to offload at least some of the mental load, right? It frees up more of my brain to focus on other things during actual play.) So what I’ve developed is:

  • A random guest list for determining who’s in the common room on any given night that the PCs stop in. (Roll on it 1d6 times.)
  • Stocking each guest with a short sequence of conversational gambits or interpersonal developments.

My expectation is that I should be able to very quickly reference this page in my campaign status sheet and rapidly generate a 5-10 minute roleplaying interaction any time the PCs choose to engage with the common room.

EXAMPLE OF PLAY

So this is the random table I set up:

1
Sheva Callister
2
Parnell Alster
3
Daersidian Ringsire & Brusselt Airmol
4
Jevicca Nor
5
Rastor
6
Steron Vsool
7
Urlenius
8
Mand Scheben
9
Cardalian
10
Serai Lorenci (Runewarden)
11
Shurrin Delano (Runewarden)
12
Sister Mara (Runewarden)
13
Canabulum (Runewarden)
14
Aliya Al-Mari (Runewarden)
15
Zophas Adhar (Runewarden)
16
Talia Hunter
17
Tarin Ursalatao (Minstrel)
18
Nuella Farreach
19
Iltumar
20
The Ghostly Minstrel

I roll 1d6 and get a result of 4. Using d20 rolls, I note that Aliya Al-Mari, Serai Lorenci, Shurrin Delano, and Urlenius are in the room. (There’s probably also other people, but these are the notable characters, several of whom the PCs have previously been introduced to.)

Next I look at the short list of topics I had prepped for these characters. I actually prepped the adventuring party known as the Runewardens as a group, so this particular slate of results simplifies things somewhat:

RUNEWARDENS

  • Serai Lorenci has joined the Inverted Pyramid. Drinks all around!
  • Canabulum is challenging people to arm wrestling.
  • Aliya Al-Mari storms out of the common room. She’s angry because Serai has told her he’s in contact with Ribok again.

URLENIUS

  • Interested in the rhodintor. (Heard about their presence in the White House from City Watchmen.) He has had visions foretelling that they both were and will become a great threat to Ptolus.
  • He spoke with Dominic recently. Matters weigh heavily with him, but he is trusting to Vehthyl.
  • Tells a rambunctious story about how he, Soren Clanstone, and six soldiers of Kaled Del once transformed a cavern into a fortress and withstood the siege of two dozen dark elves. Then demands a PC tell a story.

Some of these notes may only make sense with the full context of the campaign and/or the Ptolus sourcebook behind them, but hopefully the general thrust here is clear. (Ribok, for example, is a chaositech expert who made introductions between Serai and the Surgeon in the Shadows. Serai almost got himself in quite a bit of trouble when the Surgeon attempted to modify his body, and the other Runewardens barely bailed him out. So Aliya isn’t happy he seems to be dabbling with this dangerous technomancy once again.)

When in doubt, I’m going to default to the first bullet point. And given the preponderance of Runewardens my dice have generated, a celebration of Lorenci’s acceptance by the Inverted Pyramid makes sense. (I also decide that the other Runewardens will show up later in the evening if the PCs engage here.)

Urlenius might be doing his own thing, but he knows members of the Runewardens, so let’s go ahead and just have him drinking with them. The PCs know him better than the members of the Runewardens present, so he can also invite them over. The Runewardens can chat about their news, then Urlenius will ask the PCs about the rhodintor. Might prompt the Runewardens to mention their own run-ins with rhodintor or rhodintor lore. (I’ll check my rhodintor notes for that.)

I’ll mark these items as used on my campaign status sheet, and as part of my prep for the next session I’ll replace the bullet points I’ve used with new points.

Ptolus: Delver's Square - Malhavoc Press


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