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Ptolus - In the Shadow of the Spire

IN THE SHADOW OF THE SPIRE

SESSION 1A: INVESTIGATING THE PAST

March 10th, 2007
The 15th Day of Amseyl  in the 790th Year of the Seyrunian Dynasty

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IN THE SHADOW OF THE SPIRE

Session 1A: Investigating the Past

In which our heroes meet for the first time, resulting in confusion, loose tongues, startling revelations of a largely temporal nature, and a moment of abject panic…

When my players realized that they had been subjected to time-skipping amnesia, the response of Agnarr’s player was pretty straight-forward: “You son of a bitch!”

Starting a campaign with amnesia, of course, is something of a cliche. The video game industry, in particular, is completely infatuated with it because it allows the player to completely equate themselves with the character (both are ignorant of themselves and the world around them).

The conceit of “missing time”, on the other hand, offers a slightly different dynamic. Having taken the time to work up detailed character backgrounds in collaboration with each player, I was effectively stealing something from them. (And this was particularly felt by those who participated in the preludes.) The resulting sense of combined outrage and mystery serves as a great motivator and spring-board: It binds the PCs to a common purpose; gives them something to immediately pursue; and strongly motivates them to achieve it.

More generally, these kinds of “metaplot mysteries” can serve as strong backbones that can hold entire campaigns together.

At this point of course, as a GM, you need to be able to actually deliver on those promises. Unlike Chris Carter or J.J. Abrams, it will behoove you to actually put together an outline of your metaplot mystery. So channel your inner-Straczynski and get to work: You don’t have to be exhaustively detailed in this effort; you just need to provide a roadmap that will keep you on track as you and your players explore the mystery.

(In the case of the “missing memories”, I prepped a 4 page outline detailing the true history of what had happened to each of them between their last conscious memory and awaking in Ptolus. This outline is general in parts, but gets more specific regarding the last few days before they awoke.)

Next, you’ll want to start presenting the clues the PCs will need to start piecing together the metaplot mystery. For this, of course, you’ll want to observe the Three Clue Rule. Taking Node-Based Scenario Design into account probably isn’t a bad idea, either, but you’ll probably want to consider some of the lessons I talk about in “The Two Prongs of Mystery Design“.

Specifically, the clues of a metaplot mystery are usually delivered tangentially through other scenarios. From time to time, of course, you may have “metaplot scenarios” — but the whole point of a metaplot is that it isn’t the plot. (In this sense, Buffy the Vampire Slayer often had a metaplot. 24 never had a metaplot; it just had season-long plots.)

Presenting a metaplot mystery can often be a tightrope-walk: On the one hand, there’s a strong temptation to blow your load. The metaplot is, after all, really cool — and you want to awe and amaze your players with the really cool stuff. But if you reveal too much too quickly, you can’t put the rabbit back in the hat.

On the other hand, you can’t be so stingy with the details of the metaplot mystery that it withers and dies from lack of interest and attention.

In the specific case of these missing memories, I broadly prepped several “layers” of clues: Stuff they were likely to find out immediately (by investigating their rooms and personal possessions); stuff they could find out fairly quickly (by following up those leads and/or digging deeply); and then additional leads that would come to them over the course of the campaign (or crop up in later scenarios). I also prepped several flashbacks with various trigger conditions (which would give them immediate glimpses of their lost past).

(There are also a couple of additional layers beyond that; but they constitute spoilers. So, like my players, you’ll just have to wait and see.)

Basically, the idea is that I’m treating the metaplot mystery as its own, independent scenario — or meta-scenario — that I plan out completely ahead of time and then lay over the top of the rest of the campaign as it develops.

(Actually, “meta-scenario” is probably the best way to think of this. I’m going to change the title of this post.)

Of course, your meta-scenario won’t really be completely divorced from the rest of the campaign. If you’re doing things properly, there will be a feedback loop between the meta-scenario and the specific scenarios that develop through play. Once again, it’s important to see the meta-scenario as a roadmap — not necessarily the road itself. (If that makes sense.)

Untested: Sacred Heat Feat

October 1st, 2011

Reign - Greg StolzeIn Ptolus, the House of the Sacred Heat believes in the divine healing power of fire. They are not priests and they do not have truly holy magic, but their techniques “serve the needs of Ptolusites who cannot afford to pay a temple hundreds of gold coins to heal a wound or deal with an illness.”

This concept of fantastical healing lying somewhere between the naturalistic limits of the Heal skill and the magical extremes of divine magic has always been very appealing to me. Unfortunately, the purview of the sacred heat wasn’t given any mechanical definition. Without that mechanical definition, there’s no compelling reason for the PCs to ever interact with the Healers of the Sacred Heat. As a result, in a setting already teeming with activity, the Sacred Heat is a non-entity.

Reading through Reign t’other day, however, I found the esoteric discipline of Truil Bodywork. Greg Stolze describes this discipline, in part, by writing: “Some Truils argue, quite seriously, that bodywork functions by compressing a month’s suffering into ten or fifteen minutes. The bodyworkers themselves just roll their eyes at the jibe.”

Reign is built on the One-Roll Engine (ORE), so the pain-for-gain mechanics of Truil Bodywork don’t directly translate. But the basic concept was inspiring. Here’s the Healer of the Sacred Heat feat:

HEALER OF THE SACRED HEAT

Prerequisite: Heal 5 ranks

Benefit: The character gains access to the Healing Arts of the Sacred Heat. As long as they have access to an open flame, they gain a +2 circumstance bonus to Heal checks and they can also use any of the following abilities.

Burning Out the Poison: By using flame and heat applied to specific locations on the body, a Healer of the Sacred Heat can attempt to burn a poison out of a patient’s body. (Some ingested poisons will also require the patient to swallow specially prepared coals.) This treatments takes 1 round and deals 1d6 points of nonlethal damage to the patient, but if the healer succeeds on a Heal check with a DC equal to that of the original poison + 5 the patient is completely cured. (They suffer no additional effects from the poison and any temporary effects are ended. However, the treatment does not reverse instantaneous effects such as hit point damage, temporary ability damage, and the like.)

Cooling the Disease: By using strategically placed flames or heat sources around a patient’s body, a Healer of the Sacred Heat can create a biorhythmic vortex which will draw heat out of the body. As the heat departs the body, it draws non-magical diseases with it. The treatment takes 10 minutes and deals 1d6 points of nonlethal damage to the patient due to the sudden chilling of their body, but if the healer succeeds on a Heal check with a DC equal to that of the original disease +5 the patient will automatically succeed on their next saving throw against the disease.

Cauterizing the Wound: With 10 minutes of work and a successful Heal check (DC 15), a Healer of the Sacred Heat can convert lethal damage to nonlethal damage equal to their margin of success. A patient receiving this treatment also suffers 1d6 points of additional nonlethal damage due to the strain placed on their body by the technique.

DESIGN NOTES

I’m tempted to add a “once per day per patient” limitation to Cauterizing the Wound, but I’m  not sure it’s actually necessary. What do y’all think?

This material is covered by the Open Game License.

This is an example of prepping a detailed scenario timeline, an important part of scenario-based prep as described in Don’t Prep Plots. It’s taken from my current campaign, In the Shadow of the Spire.

MY PLAYERS SHOULD STOP READING

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Ptolus - In the Shadow of the Spire

IN THE SHADOW OF THE SPIRE

PRELUDE 2D: THE AWAKENING – TITHENMAMIWEN

PBeM – March 5th thru 9th, 2007
The 15th Day of Amseyl  in the 790th Year of the Seyrunian Dynasty

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