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Rats of Tanglethorn Pt.6: Oh My Captain!

Come sun up, Afheesh (played by me) was feeling good still from the strange green glowing liquor from Tanglethorn - City of mothslast night. For that reason he strutted down the wide street on his way to meet his two compatriots in front of the Yellow Lotus Inn where Pabst (played by Jenn) had room. He rounded the southwest corner of Mezcor’s black-stone keep when he spotted a full regiment of guards hauling away a pair of prisoners down the wide boulevard eastward.

Afheesh was in the middle of smirking to himself, “amateu…” until he realized the two prisoners were Pabst and Wufcor (played by Isis). An experienced city captain was leading the group of 16 guards, his lieutenant was to his right holding up and inspecting a glittering medallion. Afheesh recognized the polished gold medallion as that previously worn by Phenox, an acolyte of the Brotherhood of the Green Well, who they collectively murdered and decapitated for a bounty.

The ratling quickling was just about to turn around and consider recruiting new companions. However, at the last minute turned on his heel and began stealthily to follow. His aim was the captain; he easily prowled into the crowd even under the noses of his companions and crept up behind his target. Suddenly, the captain glanced to his side and asked, “hey little ratling what business is this of yours?”

Afheesh (sputtering in surprise for a second): “Um, What’s going on here? With them.”

The Captain (with increasing levels of braggadocio): “Well, looks as if we caught ourselves a couple a’ killers. They murdered a popular apprentice of the Green Well. Robbed ‘im and cut off his head. Taking ‘em to the Green Well to see what they wanna charge ‘em with.”

The greying, scarred old captain adjusted his belt. Afheesh was at a loss but was curious how this was going to play out.

Isis (at me): “HEY! You can try to RESCUE US!”

Me: “*ahem* Evil game.”

Isis: “crap”

Jenn: “I don’t think I like games where we play evil.”

Afheesh thought a little about the situation. He gazed back at his colleagues.

Afheesh (to the Captain): “Soo, what are the benefits of being a guard anyway?”

The Captain: “Ha, ha, you wanna join the guard little ratling? Well, just follow us! After we pick up the charges and return the medallion, we’re headin’ back to the Main Gate. That scum there will face my judgment then. Heh, don’t worry I’m a fair man, I always let the guilty have their say before I execute ’em!”

Afheesh puffed out his chest and proudly marched alongside the captain and the guard as they completed their circuit.

Isis: “Awww! Come on!”

Jenn: “Really!? REALLY!?”

Jenn: *sigh*

Jenn: “I guess this is kind of my fault.”

Isis: “KIND of!”

Cris (the GM): “Well you put that thing on…they tracked it to your room *sputter* and you WEARING it when they busted in! *shrug*”

When the company reached the main city gate just southeast of the Green Well, Afheesh was sent for outfitting while the prisoners were tried in the training yard. The ratling met with one Sergeant Neek whom issued him his kit. He was given a beaten-up wood buckler, a dull bronze skullcap, a short spear fit for his size, and a dirty brown cape fit for his size bearing the thorn ring symbol in black. Pay was 100 bronze thorns (bt) at the end of each 7-day but actually 85 in coin since 5 are for Mezcor and 10 are for taxes.

Sergeant Neek: “And you have to serve at least the greater part of each day that week to get paid! Your first mission is to report to the gate and help me escort the new prisoners to the Tree of Judgment.”

Afheesh: “Wait. How do you already know they’re getting sent to the tree?”

In response, the sergeant just puffed derisively and motioned for him to hurry. In Tanglethorn, the execution of criminals often involves tying them to a tree far outside city thorn-barrier. Typically, something comes along in the Poisonwood that eats and/or kills them soon after abandonment.

About an hour later, Afheesh, in his full guardsman outfit, followed the group of guards as they transported the two prisoners along a barely visible road through the Poisonwood. The two criminals had been stripped naked and were stumbling barefooted through the spiny, spiked, and thorny autumnal waste. They were being dragged behind a strong-wagon by chains and manacles, consequently their feet bloodied and covered in pale thistle burrs and bull thorns.

The wagon was plated in thick bronze plates iron-riveted to the heavy wood frame. Razor-sharp spikes lined its bottom edges and covered its roof; the driver enclosed by chainmail netting. Afheesh kept an eagle eye on Wufcor as the company reached an area of thick dull green overgrowth.

Wufcor (suddenly shouting): “Watch out! Plant monster!”

Afheesh (jamming the butt of his spear into Wufcor’s stomach): “Shut up you pig!”

Suddenly, a large green seedpod emerged from over the bushes and a long purplish spike shot from it lodging in the neck of an unfortunate human rookie guard. Hence, he was sucked dry in almost an instant. So, Afheesh immediately launched himself at the creature slashing it to death with his paired hook-guard daggers. Another previously unseen plant monster emerged and swung a seedpod fist at the ratling but missed. A hard wooden seed shot into the ground narrowly missing Wufcor from yet another plant monster as it emerged from cover. Another creature emerged and stabbed at Pabst with its purple tongue but it missed. Another tongue from yet another creature darted at Afheesh but he easily avoided.

The guards were in full combat against a fair number of these plant monsters, three monsters and five guards were killed in the first minute of fighting. Another tongue stabbed at Afheesh as he dropped a second plant creature. As the fighting began to die down he could see that only seven guards remained and but two monsters still stood. He immediately leapt at and dropped another monster.

Four nameless guards managed to take down the last creature. Afheesh facetiously congratulated the lot of them on killing a single creature together as compared to his three by himself. They sneered at him. Another guard suddenly shouted, “The prisoners, they’re escaping!”

To Be Continued…

Rats of Tanglethorn Pt.5: The Ruthless Trio

Afheesh (played by me) yanked his bloodied weapon from the throat of the Bronze Boy at his feet. The ruthless trio had just made quick work of a small group of Bronze Boy gang members. Consequently they had looted some 40 bronze thorns (bt’s), 4 dirks, and 4 saps. Pabst (played by Jenn) collected their bronze badges, their gang colors. Wufcor (played by Isis) suggested they all take the badges to the Troll Boys’ hangout, the Bloody Tankard, to see if they could score some free drinks.

It was not long after the three found themselves before a rundown saloon front. It was of pale cracked wood built onto the ground level of one of the old orange stone buildings. A hot yellow light poured through the entryway as did a pungent stream of smoke. Hanging from the placard hitch was a broken tankard, brown stained or rusted they could not tell which. There was a large group of Troll Boys out front guarding the door. A few appeared to have troll blood oozing in their veins but most were human. Pabst was the first to approach.

Pabst (tossing the Bronze Boy badges to the dirt): “How many drinks are these worth?”

The Ugliest Troll Boy (spits on the badges): “Maybe a half jack! We do our own fightin’, we don’t pay others to fight fer us!”

Pabst (undeterred): “Well then, do you Troll Boys have any GOOD fighters among you?”

Isis: “Sis…”

The Ugliest Troll Boy laughed at her and poked his head into the bar from over the saloon doors. Consequently he shouted a name none of the trio could make out, it could have been in trollish for all they knew. However, to their relief a human stepped to the door. He walked slowly out to the creaking plank porch with an air of supreme arrogance about him. He had a scale-mail vest and gleaming bronze bracers on his forearms. Circling Pabst for a few seconds and smirking said, “You’re too wounded to fight me tonight. Come back when you’ve healed and meet your death at the edge of my blade”. With that he turned heel and walked nonchalantly back inside.

Jenn (checking her character sheet): “Crap! I am still wounded, BAD!”

The trio parted ways shortly thereafter. Pabst and Wufcor headed off to find a White Star Guild house of healing and then back to the Yellow Lotus Inn to rest. Afheesh headed to the livery for food and some simple companionship for the night.

Several hours and 1,500 bt’s later at dawn Afheesh arrived refreshed and impatient in front of the Bloody Tankard. The place was shuttered until noon. The other two arrived sometime after with Pabst appearing fully healed. When they had seen the place was shut tight for another few hours they decided to go to the nearest armorer. There Pabst purchased a high quality bronze medium shield for 1,400 bt’s.

On the way back to the Bloody Tankard the ruthless trio was assailed from an alley by three giant earwigs. They made quick work of the monsters with Afheesh slaughtering two of them and Wufcor and Pabst slaying the last.

It was not long after the three were again in front of the Troll Boys’ clubhouse. The fighter that Pabst had challenged the previous evening was sitting leisurely on a chair leaned against the doorframe, his booted feet up on a stool. At his side was a rapier-like weapon with a razor-sharp polished blade, a full brass knuckle-guard, and a pommel spike. He was a professional swordsman, a Quick Blade.

The Quick Blade (taking his pipe from his lips): “So, what is it that we are dueling for?”

The trio proposed that the prize be a shot from the green bottle at the Green Bottle Tavern. The Quick Blade agreed and then terms of the fighter were worked out, drawing first blood would make the winner. That last stipulation was Pabst’s idea by the way.

As the gathering crowd of Troll Boys and curious passerby marked out the ring, Afheesh slipped into the Bloody Tankard unseen. He found two locked doors of interest in the empty bar when he heard the crowd lament then the Quick Blade and the Troll Boys laughing in victory. He darted back outside.

The Quick Blade had drawn first blood on the very first strike of the fight.

Jenn: “Awww! But I’m a GREAT duelist!”

Cris (the GM): “Well, his back is turned to you and the Troll Boys are congratulating him.”

Jenn: “Umm…”

Isis: “Sis! We might be over our heads here!”

Cris: “So, do you do it or not?”

Jenn: *sigh* “No, I put my sword away.”

Later, that evening the trio, the Quick Blade and five Troll Boys sat at the bar in the Green Bottle. Afheesh had already put down the money for the shot from the titular green bottle. The Quick Blade held up the small glass with green swirling liquor in it.

The Quick Blade: “Whosoever would duel over this shot may have it as their prize!”

Hence, a Troll Boy stepped forward. Afheesh sighed in disgust and stepped forward drawing his paired weapons.

Afheesh (looking back at his companions and shrugging): “I paid for it, it’s mine.”

Suddenly, the troll-blood lunged and struck with his dirk missing the agile ratling. As a result Afheesh jabbed with both blades striking deep, wounding the troll-blood badly. In desperation, the Troll Boy slashed narrowly missing his target (by 1 pt.). So Afheesh retorted killing the Troll Boy instantly.

The Quick Blade (sliding the shot glass over to the ratling): “I guess this is yours.”

Without thinking, the ratling slung it down and when it hit the bottom, he began to feel dizzy. However, he did fight off the dizziness and as a slight drowsiness faded, he felt strangely invigorated. Meanwhile, the Troll Boys grumbled as the swordsman led them out of the tavern. Finally, Wufcor approached Afheesh and gave him a small sack of coins.

Wufcor: “I made a little side bet. Here’s your share.”

The purse contained 150 bt’s so feeling very refreshed by the strange green booze, Afheesh decided to take his leave and go back to his favorite place, the livery. A jaunt in his step he whistled as left the place.

To Be Continued…

 

Tabletop Meditations #20: Organized Flow Theory

There are several theories on how RPG’s function and what that may mean. The intention behind my RPG rpg theoryludology and having a personal critical theory is practicality. It is handy for writing and during play, and as a framework in the designing of games. This is how I understand roleplaying games as a whole and this helps me not only to run games but also in writing them. This theory seems correct based on personal practice, experience, and observation. In addition, the basis of this hypothesis is the cursory analysis of actual play at the table during contiguous collections of sessions.

At the core of all RPG sessions is a hierarchy, though more of a stack of information, starting with the most basic component called a Play Unit from which the other higher ordered components arise from accumulation. However, these elements are artificial cross-sectional slices cut from the whole as a means to simplify the study and illustration of it. The entirety of this hierarchy flows and melts together during play. This flow is evident especially when games stall or fizzle out. It is this flow of information that has been interrupted when that happens.

It is this flow of information and the processing and acting upon it thus contributing to it is what not only keeps players immersed in the game but also is the game itself. This two-way flux of information is what is required to deposit the details that create the in-game world in which the Players’ personal blobs of info exist as characters.

One of the easiest ways to explain RPGs is comparing its structures to similar structures in fiction. This aided by the fact that the borrowing of elements between RPGs and fiction is simply uncontroversial. Roleplaying games especially those modeled after genre fiction can be seen as the gamification of fiction. Collective story telling is present in the element of information exchange that lies at the core of all RPGs. Rules structure these elements and introduce gamification into the whole.

Rules set limits; essentially the game mechanics set the diegetic frame and thus may affect multiple aspects of the experience at a very basic level. It is within this perimeter of the rules that the game world both exists and reacts to Player Character (PC) actions. It is also within this framework that the Game-Master (GM) must function in both writing and refereeing.

This flow underlying all RPGs requires the use of more precise but still flexible and understandable terminology. These terms being Diegetic or In-Game and Metagaming or out-of-game which reveals a flow of information between reality and the imaginary world of the game. This flow is filtered and limited by the mechanics of the game where the story-telling elements operate on the structure of a game within the arena of the game-world.

Diegetic (in game) occurs within the context of the game world. Commonly used in terms of cinema, this refers to what exists within the context of the film apart from reality. Its common definition is a form of storytelling/fiction whose narrative presents from an interior point-of-view.

Metagaming/OOG (out-of-game) is comparative to the plot-hole in fiction or even the breaking of the fourth wall. This also comprises of the rule set used in play as well as any structure, elements, or decisions provided by the GM that exceed the limits of the rules. Essentially anything Meta in this context is an element that comes from outside of the diegetic elements of the game, influence from outside of the game universe.

My RPG Session Structure Theory

As tabletop RPG play is built upon the accumulation of information, the exchange and back-and-forth flow of said information is key to how RPGs function. The exchange of information is essential to all RPGs. This includes World Building, Character Actions, and Processing actions and choice through the chosen ruleset. All tabletop RPG game systems require a high level of information exchange. This exchange is dynamic where improvisation occurs naturally within the flow introducing and sometimes spontaneously producing new information or otherwise transforming existing info.

The game begins when the Game-Master (GM) presents some information to the players and allows them to act upon that info from whence the flow of information springs. These exchanges can be the actions and responses of the PCs, Player questions, and/or the responses and text presented by the GM. Each bit of that flow of information, each Play-Unit, is essential in that an accumulation of exchanges is what builds the fantasy world and what institutes player engagement. The players must find some bit of information in these exchanges to latch onto, that is their attention or interest must be piqued by something either contained within or inferred by the Play-Unit thereby engaging them. This is what keeps them participating in the exchange and thus not only going with the flow but producing it.

Therefore, the flow of information is how roleplaying games work but to understand this fully requires us to analyze the exchanged information by looking at it in strictly defined pieces arranged into a hierarchy based on the self-contained complexity.

Play Unit

A Play Unit is the smallest component of RPGs, which is an exchange of information between the GM and a Player or group of Players. Note that Play Units may occur out of sequence as real-world table chatter and meta-gaming discussions counts as Play Units as well possibly obscuring a direct contiguous flow of information. The closest analogy in fiction to a Play Unit is a Story-Beat.

A Story-Beat (from Story by Robert McKee, p.37) is an emotive change in a character or exchange between characters (as in action/reaction) replaced in RPG Narratology with the social exchange between the participants these being the Game-Master (GM) and the Players. Characters that exist within the game are reliant on at least two sources or groups of authors. These are the Player Characters (PCs) controlled by the players and the Non-Player Characters (NPCs) run by the GM. It is between these entities where the story-beats lie. RPG story-beats are smeared across realities. That is, they are present inside of the game world (diegetic) and without among the participants (Meta) in the real world.

In addition, there is not always an emotive change marked in specific characters determined by a single author. These emotional changes in tabletop RPGs is dependent on the exchange of information on what the characters are feeling and doing and how the players themselves are reacting to what is going on within the game (both diegetic and metagaming). Since the emotional change so to speak is distributed over multiple people and existent partially in a shared fiction, it is the exchange of information between these participants and frames of experience (a la Frame Analysis) that is of importance here with each single exchange between participants being a Play Unit.

The way in which the participants understand and give meaning to their experiences is to frame this experience in a finite province of meaning akin to a theater stage contained within the imagination. [Fine, Gary Alan. 2002. Shared Fantasy: Role-Playing Games as Social Worlds. University of Chicago Press. p.181] Play Units not only comprises the flow of information between participants but also accrue to create the stage upon the existent framework of the rules. This stage is the diegetic part of the game and it is linked to the real world via the social interaction of the participants, which exists in the meta-game often blurring the distinction at some junctions but without affecting the participants’ perception of what is real and imaginary.

A Play Unit is produced when there is a single exchange of information between participants that effects or has consequences within the game world. Interaction with only the rules or raw mechanics of the game system does not. The rules are a filter for the raw information working on that information packaging it into a form communicated to the GM and then which the GM works on within the context of those same set of rules and then replies with a similarly packaged bit of information. Thus, the rules or mechanics of a game are a third necessary part of this vital exchange. The rules act as a filter and/or algorithm acting to alter info. This transformation of raw information gives rise to system specific lingo and in-game quirks as side effects unique to a specific rule system.

  • Three Vital Parts of a Play Unit are the GM, Players, and Rules/Mechanics

Not all exchanges in a game session are important and are of different levels of importance and immediacy however. Most important exchanges will contain a nugget of info that the GM can play on later, apply directly to the current action in-game, and those that may hint or directly spell-out character traits and especially player interest and reaction. Therefore, it takes multiple limited exchanges transformed by the game mechanics to conglomerate together to create a larger more cohesive unit. These key exchanges are what construct the game world in the minds of all the participants. These key exchanges involve multiple Play Units that build a single fictive scene known as an Episode.

Episode

An Episode is an incomplete part of an adventure where a group of things happen (a large accumulation of Play Units) which seem to be leading to the next episode or a conclusion. Essentially a single incident or short series of incidents occur in some relation to each other. In the world of fiction writing, these are roughly analogous to scenes.

In fiction, a Scene (from Three Genres by Stephen Minot, pg.376) is a unit of action within a story marked by a change of time or place (change of scene) which contains an event that moves the story forward. Note that the entrance of other characters can also demarcate scenes. The same is true of tabletop RPGs save that the demarcation of a scene is more reliant on the change of challenge to the Players such as the presentation of a question, puzzle, or problem by the GM without the scene changing in time or place. Characters may also die in between these exchanges as well as certain characters simply vanishing or becoming suddenly scarce altering the scene, meaning scenes are less structured in RPGs than fiction. Thusly, within the context of RPG Narratology it is probably more befitting to call these units Episodes instead of scenes.

An episode in the context of TRPG narratology is a related grouping of Play Units where the setting/background does not have to be fixed. An example of this is a conversation between two PCs while walking through a magic portal beginning before they walked through and continuing through and on the other side, the backdrop changes radically but the episode is composed of the exchanges between the PCs.

This somewhat transient notion in TRPGs can be difficult when trying to translate between traditional narrative and TRPG narrative especially in such instances as trying to blog a personal (or a character’s) tabletop experiences. Those that blog their experiences around the table may try to demarcate portions of the campaign by Session instead of by traditional narrative units or even those of TRPGs being discussed here. A Session being a limited time spent actually playing the game with others and often a series of Sessions will compose an adventure and/or campaign.

When writing or setting up for episodes a GM need only rely on the key exchanges that end on or lead to a desirable result for them. Basically, the GM will want the PCs to end up after this series of exchanges in a place or situation that either leads directly to another planned episode or that which they believe that they can work with, giving them fodder for more episodes further down the line.

Keeping Play Units and Episodes in mind a GM can structure their thoughts and ideas while running the game and writing for their campaign. A game-master can learn to keep tidbits of info in mind and group them together later when it comes time to act on them in-game helping to form the plot threads that run through campaigns which the GM’s writing and narration helps to bind together into adventures.

Multiple related Episodes will accumulate to build an Adventure, which may or may not be consecutive or broken up amongst episodes that take the Campaign in different directions or digressions that will matter later connecting to other non-contiguous episodes or future episodes. In fiction, this is Plot/plot lines. Plot (McKee, pg.43) is a sequence of events divided into Scenes with each single scene often presenting a single event all driving to a conclusion. For the purposes of this essay there is no distinction between Plots and Subplots.

A minimum of three scenes construct the traditional plot in fiction with a beginning, middle, and end type of striation within the text. Likewise, in a TRPG, plot consists of three vital exchanges or episodes, which are Presentation, Complication, and Twist. The building blocks of a TRPG plot are a series of Episodes, which are bundles of Play Units guided by the GM and a ruleset with a path blazed by the Players. TRPG plots are the result of the informational interaction of these three entities.

In addition, as episodic structure is spread across real-life and the imaginary stage of the game world, Plots in this context are very mercurial and apt to change direction and nature suddenly and unpredictably. For this reason, it is most useful to refer to TRPG Plot as an Adventure. An Adventure is a single plotline that can be followed through a campaign referring only to the game and meta-game elements necessary to communicate said plot.

Scenario

Another very similar but slightly different informational structure to Episodes within RPGs are Scenarios. A Scenario is virtually identical to an Episode but has a definite self-contained beginning, middle, and ending structure. An example being a short combat or random monster encounter, this does not mean the enemy is dead at the end but the battle definitively ends. Other scenarios or episodes can lead into these and a scenario can either terminate a story thread or lead to the next episode/scenario. In other words, a Scenario is a self-contained Episode but is not equivalent to a One-Shot Adventure.

Adventure

An Adventure is an extended section of a campaign, which has a beginning, middle, and an ending. Adventure would relate to a story arc or group of chapters in fiction writing. Standalone adventures or One-Shots would be similar to a short story in this context. An adventure module is essentially gamified fiction and so a completed adventure always has a recognizable beginning and a definitive ending. This ending may or may not lead into another adventure however.

The beginning and ending are somewhat inflexible giving the GM a definite starting point and a definite ending point but the body of the adventure is and should be very flexible. The middle may be adjusted as the PCs play through it allowing them freedom of movement and exploration while the GM invisibly guides them to the end. This structure of linked episodes and/or scenarios allows the GM to improvise more effectively in response to the indigence of the PCs and in response to the creativity of Player decisions.

The Beginning of an adventure starts with a vital episode called a Presentation. Presentation refers to an exchange initiated by the GM that presents something to be solved or acted upon by the Players in such a way as to lead them into another scene or episode. Although whether or not the players follow this to the next episodic component of the current adventure is unpredictable and may require the GM to put a hold on the current adventure to go on a player-fueled tangent. The beginning of an adventure can be composed of a single episode or scenario whereas the body can conceivably be made of a single episode it is more likely (and fun) to be a chain of episodes leading to a climax or certain ending conditions.

The middle or main body of the adventure will be a series of linked scenarios and/or episodes. These Episodes and/or Scenarios involving locations and incidents which are all connected in some way, preferably each leading into another rather than just a series of events happening one after the other. It is in this part of the adventure a vital episode called the Complication should occur. This plot component throws in an unexpected obstacle at the Players which they must overcome to proceed to the end.

The ending is a definitive endpoint where there is a requirement that when fulfilled the PCs have completed the adventure bringing it to its end. Of course, just as in fiction the GM may continue as an epilogue to the adventure in order to finish off any stray plot lines or character subplots otherwise eliminating loose ends that do not lead to another adventure. The end is also where an episode called the Twist can occur. This is an unexpected turn in events that complicates the situation for the Players and serves as the final obstacle or a final surprise. Adventures propel the characters and thus their players through this shared world, which they not only can alter through the actions of their characters but also help to construct episodically. These shared adventures can themselves link together into a campaign.

Campaign

The Campaign is the largest component of a tabletop RPG composed of a series of related Adventures. An RPG campaign is analogous to the novel in fiction with story at the heart of both forms.

This brings us to the overarching super-structure underlying both fiction and TRPGs. In fiction, this structure, composed from the bottom up of Story-Beats, Scenes, and Plot, is Story. A Story is the text resulting from the totality of the aforementioned structures with the addition of characters, details, and the background (that may or may not involve world building) in which the events of the story take place. The fictive element most analogous to a Campaign is Story.

Briefly, story in terms of this essay is a piece of fiction structured to elicit a certain reaction or reactions in the reader. Stories are structured by careful choice of material and the arrangement of constituent parts into a narrative. [Beacon Lights of Literature 1, pg.5 – Poe’s Theory of Short Story] The most basic elements of story that also correspond to RPGs are character, plot, and setting. Of course, these underlying structures that authors of fiction use to construct their stories vary so much from those of TRPGs at this point it is probably more efficient to call Story in terms of tabletop RPGs a Campaign.

A Campaign is the totality of all of the game and meta-game exchanges, participant characters (both PCs and NPCs), any material that the GM used regardless of original source or authorship, and the diegetic game world where the campaign has taken place. It is from this accumulation of detail and narration from which the participants can extract their personal narratives from the point of view as either their character(s), as a player, or a combination of the two. It is also in this higher tier structure where the world-building occurs as world-building is done through the accumulation of information gleaned from the gaming material and from the information drawn or resulting from certain exchanges and demonstrated in certain episodes. These details are often noted down by the GM so that the PCs may revel in or return to these certain facts about their imagined communal world.

A Campaign is a long-term ongoing RPG game that has at least one arc that takes it from the beginning to the end. Note that a campaign will often have several arcs and plot threads. Each game session builds on the next not just in terms of character experience but also in the accumulation and generation of story threads where at least some of which helps to lead to the conclusion of the campaign.

This long-form allows the GM to gradually build the in-game world as well as allowing the players to evolve their characters and make a mark on the game world possibly even influencing its course as well as the course of the campaign itself. Thus the game world is always seemingly in flux built around and accumulating certain facts about itself which serve to anchor believably (and replayability) in the diegetic frame. In RPG terms, Story is not the product of any single author but a group with a certain share of that group with their hands and feet within the fictional world of that story.

The Structure of an RPG in Ascending Order is:

Play Unit – A bidirectional exchange of information between participants analogous to the Story-Beats in fiction.

Episode/Scenario – A collection of play-units that paints a situation that leads somewhere analogous to a fictive Scene.

Adventure – A linked collection of episodes and/or scenarios with a definitive beginning, middle, ending structure analogous to Plot or a Short Story or Book Chapter.

Campaign – A collection of shared adventures analogous to a fictive Story or Novel.

World-building occurs in tabletop RPGs by the sedimentation of details and information born of the bidirectional flow of Play Units structured and augmented by the rule set. That building the more complex structures that constitute roleplaying games and their worlds as the game is played. This organized flow underlies everything about tabletop role-playing games.

Summation

This theory of the organized flow of information is meant to be not only a ludology device but also a practical tool for those involved in the writing, creation, and playing of roleplaying games. In my experience and in my research including the reading of various other RPG theories this one rings the most personally true and has been of practical use in my own writing for RPGs.

Related Blogs and Articles

All of these cited works are authored by me unless otherwise noted. Each holds bits and pieces of the Organized Flow Theory as well as some narrow applications. The last is a purely mechanical dissection but I think illustrates a general knowledge on how the mechanics side operates.

Handling Game Flow in RPGs (Hubpages)

Building Tabletop Myths (Hubpages)

Tabletop Meditations #7: RPG Narrative

Tabletop Meditations #9: Campaign Structure

The Finer Points of the Frankengame (Gnomestew)

 

 

Rats of Tanglethorn Pt.2: The Green Well

Afheesh the ratling quickling (played by me), Pabst the human duelist (played by Jenn), and Wufcor the ratling Brotherhood of the Green Wellcanny-jack (played by Isis) had been escorted by a contingent of city guard to an office near the White Rose Perfumery. The office was small, crowded with stacks of yellowed parchment sheets. Also scattered everywhere were small wooden ink stamps bearing various official seals from past regimes.

Meanwhile sitting at the desk, which the crew found themselves facing, was a large Westlander in full plate armor. The seal of the city guard, the ring of thorns, emblazoned on his breast. Within it was a black oak leaf under a yellow crescent moon. His plumed helm with spiked facemask sat on the well-worn desktop and his heavy bearded axe leaned against the wall behind him.

The guard that had pushed them into the office had introduced the man at the desk as Captain Fenom. The street crew had to wait while he packed his long stem bone pipe with a fresh load and lit it.

Captain Fenom (exhaling a massive fog of pungent peppery smoke): “Those gangs have been a hassle of late, the uh, Bronze Boys and um, Troll Boys …”

He took another long drag.

Captian Fenom (again exhaling): “I like that; you’re good fighters, real good. Here.”

He reached under the desk and then tossed a leather sack filled with 8,000 bronze thorns onto it. The thud of the bag and the jingle of the coins were music to the trio’s ears.

Captain Fenom: “Take it, it’s yours. You work for me now. There’s another 8,000 thorns for you three if you bring me the head of Feenox, an apprentice of the Green Well. “

He put his feet up on the desk and dismissed the scrappy trio who made themselves gone very quickly. Pabst had snatched up the coin sack.

The trio beat it to a burned out building. The place had been a cult temple but the city lord has been hunting down and chasing out the smaller cults that have sprung up around the city. The rumor was the last holdout of this temple, a black guard, had met her fate within the charcoaled not too long ago. It was boarded up. However, Afheesh parkoured up through a window in the second story and kicked out the boards over the door on the ground letting his partners in crime in.

Wufcor dove into a pile of trash to sleep. Pabst pulled out her sleeping roll in a corner free of debris and Afheesh found a large crack in the wall and a small crevice beyond that. That was where he decided to sleep. It was where he felt most to secure to be able to sleep. However, before he drifted off he made sure to count his share of the gang bounty, 2,666 bronze pieces. Pabst had taken up the left over coin.

The robust yet still small thorn-runner lay curled up and perfectly hidden for most of the night and for most of the night he had slept rather peacefully until suddenly awakened. He heard someone arguing. He poked his head out very carefully and saw that a pair of Mantck ratlings (medium sized ratlings) and a pair of humans one carrying a sack were harassing Pabst. She had her weapon out.

Slowly the quickling crept out of his hiding place and quietly drew his weapons. As he neared striking distance, the sack bearer screamed in pain. Wufcor had stabbed him in the back.

The first Mantck struck at Pabstcan, she parried his dirk. The second rushed Wufcor wounding him badly. Afheesh charged and struck out with both of his weapons at the second Mantck whom managed to dodge the first blow but caught the second full on. It nearly killed him. The human that had been carrying the sack dropped it and taking a defensive position drew his shabby scimitar. Pabst swung wildly with her scimitar at the first Mantck but her clumsy strike did not get anywhere near him. The second human, apparently the leader due to his wearing a scale mail vest, attacked Pabst with his scimitar. She parried then immediately countered but the leaders’ sword stopped it dead. The ring of steel echoed from the blackened walls.

The second human shrieked and dropped to the dirt dead. Wufcor’s dirk had been unerring. The first Mantck lashed out at Pabst narrowly missing. Afheesh slaughtered the second Mantck with his paired swords. Pabst hacked into the leader’s side, blood gushed. He retorted wounding Pabst badly, his scimitar easily piercing her brigandine.

Wufcor moved around the fight flanking the leader and striking injuring him further. The last Mantck struck at Pabst, she barely deflected his blade. Afheesh struck at the Mantck with his first weapon and then at the leader with his second. The first landed horribly wounding the medium-sized ratling. The leader easily deflected the second. Pabst in turn chopped him down.

Wufcor jabbed his blade into the Mantck. Horribly wounded and soaked in his own blood but he was still standing. Afheesh got in close and all but eviscerated him with a double sword strike. The fight was over.

The trio immediately dumped out the sack. Out tumbled two bottles of wine, an ivory box with mother of pearl inlay, 3 silver candelabras, a poor quality carved aquamarine jar, 20 high quality arrows, a highest quality set of wrenches, and a poor quality hand mirror. Inside of the ivory box were 3 gold rings, 1 silver ring with ruby, and 5 copper rings. Their foes had been burglars. Come morning the trio decided to find a fence for the goods.

The next day under the leadership of Wufcor the crew was able to sell off all of their ill-gotten loot with Afheesh receiving a 2,311 bt (bronze thorn) cut for a total of 4,977. He left Pabst to her shopping for a great sword and Wufcor’s quest to find a leatherworker to craft a coin purse from what he cut from the Troll Boy leader. The quickling had decided to take up residence, for the night anyway, in one of the brothels operated by the Livery of Pleasures. There he would get a skilled companion for the night, a hot meal, and a lot of good wine.

The following day, and 1,500 bts poorer, Afheesh caught back up with his other two companions at the Drunken Lotus Tavern. The trio sat for a round, courtesy of Pabst, while they decided if they should pursue the head of one Feenox apprentice of the Green Well. A difficult decision especially since the Green Well was the province of the most powerful guild in the city, the Brotherhood of the Green Well. They could not resist the pay however. It was not long after that they asked around. Shortly after that they headed off to another tavern, the Green Bottle where their quarry was said to spend his lunchtime.

The trio wandered past an old tree, and from the overcrowded, and noisy plaza into the Green Bottle. It was spelled “Bottel” on the signage but all three were illiterate. The rear half of the place was elevated reached by a wide wooden stair. The bar was at the front to the immediate right of the saloon doors. The heavy counter stretched from wall to wall. Behind it at the far end were the doors to the kitchen.

Not an apparent fighter, the bartender was a broad-shouldered human, a wet leather apron over his front. Behind him were shelves lined with bottles of all shapes and sizes filled with various liquors and juices as well as a giant hogshead of ale coming halfway out of the wall. However, in a place of reverence among the shelves was a large green carved glass bottle that contained a glowing green liquid. At the bar were a very drunk barfly druid slurping ale from his leather jack and two young men, humans, in green hooded robes, a pair of apprentices of the green well.

Pabst: “Well, this seems to be the right place.”

Wufcor: “Heh, heh, yeah. Which one do I stab first?”

To Be Continued…

 

Rats of Tanglethorn Pt.1: Street Mercs

The two small groups of gang members were facing off in the middle of the wide paved boulevard just outside of the Caskroom Tavern (#15 on the Map). It was a chill evening and the cobblestones pale and moist with fresh filth. Rag pickers, the occasional wagon, and the odds and ends of Tanglewood society were still trafficking the street in unhealthy droves that parted their unstoppable course to make room for the hooligans.

The whole scene partially lit by a few candle lanterns outside of the rough establishment was bathed in warm yellow half-light. On one side were the Bronze Boys, a gang of 20 humans each with a torque of bronzed thorn vine. Opposing them were the Troll Boys, a gang of 10 humans with a white troll facemask baring its fangs painted on their worn tunics. Their leader was big and appeared to have troll blood in his veins.

Without warning, the street thugs fell upon each other using their fists, feet, and daggers. Meanwhile from the shadows the two ratling, Afheesh (played by me) and Wufcor (played by Isis), and the human duelist, Pabstcan (played by Jenn), watched the fight. It was Afheesh’s plan to wait a little bit and then approach the leader of the losing side offering to assist for a price but both sides seemed evenly matched. Four Bronze Boys had fallen and only a single Troll Boy lay in the dirty street.
Impatient, Pabst stepped from the shelter of the shadows and shouted a challenge to the trollish leader of the Troll Boys.

Pabst (played by Jenn)(brandishing her scimitar): “Come and meet your doom by my blade!”

He ignored her as he smashed in an opponent’s face with the pommel of his short sword. Afheesh took it upon himself to dash into the fray approaching the Troll Boy leader. The big brute accepted the ratlings offer but would pay after the fight was won. Afheesh dashed back to the befuddled and slightly miffed Pabst and the agitated Wufcor. As soon as he delivered the message, the other two lunged into the fight against the Bronze Boys.

Jenn started to giggle.

Cris (the GM)(with furrowed brow): “Why you laughing!?”

Jenn: “Because I picture them as a bunch of blonde and tanned surfer boys without shirts.”

Isis roared with laughter.

By the time the thuggish trio joined the fight there were 11 Bronze Boys and 6 Troll Boys still standing. Afheesh charged the Bronze Boy leader slashing savagely at him with a paired weapon blow. He tried to parry with his dirk but fumbled badly stepping into the blows. The gang leader dropped dead into a puddle of his own blood. Wufcor moved around behind a gangster occupied with staving off an attack from a larger Troll Boy and stabbed him in the back horribly wounding him. Pabstcan hacked at a “random @$$#ole” but was easily parried.

The skirmish continued for about another 15 seconds until all of the Bronze Boys were dead and only two Troll Boys and their Leader stood in the middle of the carnage. The adventurer trio all gave the last gangsters toothy grins expecting a monetary reward. The three gang-members turned and began to walk away.

Troll Boy Leader (casually waving his left hand in a gesture of dismissal): “Get your pay from the corpses.”

The trio exchanged glances and charged while the three gang-members had their backs turned. The leader suddenly spun around and nailed Pabst in the chest with his sword. Afheesh struck one of the other two who dodged one blade but hit by the other wounding him badly. Wufcor tried to stab the same target but missed. He retorted with his dagger but missed. The third Troll Boy also struck at Wufcor with his dagger but missed by a mile.

Afheesh struck at the untouched Troll Boy dropping him with a nasty double blade strike. The leader swung again at Pabst but missed. The other thug fumbled and dropped his dagger while trying to slash at Afheesh. The ratling Quickling sank his twin blades to the hilt into the second to last gangster standing.

Pabst yelled out that she “declares a duel” against the last Troll Boy. The gang leader parried Pabst’s scimitar. Afheesh readied his blades should Pabst’s self-declared duel go badly. Unheeding of Pabst Wufcor flanked the Troll Boy leader and sank his dirk into the man’s side nearly killing him in a single blow.

Afheesh hung back from the fight and Wufcor sank back into the shadows. Pabst engaged her foe one-to-one once again dropping him with a critical chop through the ribs. The butchered corpse flopped onto the cobblestone street. The ruthless group immediately fell upon the corpses and collected the loot. They gathered up 17 dirks, 90 bronze thorns, 10 suits of soft leather armor, 17 pair of bronze bracers, 8 saps, 4 short swords, and 7 pair of greaves.

That was when the trio was aware that they were receiving applause. A group of mercenaries in black was clapping. They had greatly enjoyed the show and invite d the three to drinks in the tavern. Embroidered on their chests was a red rose pierced diagonally by a curved sword with a drop of blood coming from its blade tip. The trio of sweaty and blood spattered adventurers gladly accepted. Especially after some guardsmen who had also been watching prevented Wufcor from violating the Troll Boy leader’s corpse.

The group had just barely begun to wallow in their victory and had only waded through the first round of frothy ale before a group of guards burst through the saloon doors. One of the guards pointed right at the trio and shouted, “Arrest them!” The mercenaries around the adventurers, members of the Bleeding Rose, melted away to other tables.

Jenn (looking at Cris): “Aw man! Already!?”

To Be Continued…

 

Rats of Tanglethorn: Intro

Since Game-Master Cris’ game turned out to be so lethal Isis, Jenn, and I had to generate new Where the ratling dwells.characters. I decided on a ratling male. We were still playing in an “evil” campaign in the Poisonwood city of Tanglethorn. I dubbed my new character the ratling Fourthborn Afheeshh the Nervous.

He is a thorn runner ratling native to the Thorn Ring, a dense wall of thorn-vines that bounds the city. His hair is light brown, matching the thorns, has light blue eyes and what skin is exposed is fair. He is a chaotic evil scrupulous character with Quickling as his class. His weapons are custom versions of Psi’s. They have a thin but sharp blade allowing for a slashing weapon that can stab and hook. Afheeshh’s disposition is hotheaded, quick tempered, emotional but basically nice. His flaws are Shy and Jumpy.

Isis decided on a ratling male Canny-Jack named Wufcor and Jenn a human female Duelist named Pabstcan (exasperated sigh). Both were natives of the wretched city of thorns. The city of Tanglethorn has been under the thumb of one Lord Ebikom for the last two and half years. Rumors that the city lieutenants are planning a coup were circulating. There was tension in the air and the filthy streets were a network of raw nerves, no one wanted yet another violent political upheaval. The two ratlings and the duelist were sitting at a badly stained and damp table in a crowded smoke filled saloon called the Caskroom.

The dregs of the city packed the place along with small groups of the two local beggar-gangs, the Twisted Horns and the Broken Dirks. In addition to them, there were two other local street gangs, the Bronze Boys and the Troll Boys, facing off over an undeclared drinking contest. Wufcor was picking at the table with his dirk in anticipation of a brawl. Pabst was “hanging tough” by the table downing her jack of frothy ale, it had cost her the last coin in her purse. Afeesh (how those round the table pronounced it and it is easier to spell) was watching the two cliques as they grew increasingly hostile to each other.

It took about an hour before both parties stood and walked outside to “handle it”.

Afeesh (played by me): “That’s our queue.”

Wufcor (played by Isis): “Yeah! I wanna stab someone!”

Pabst (played by Jenn): “I’m gonna duel the big guy!”

The three pulled their weapons as they passed between the still swinging saloon-doors following the angry gang members outside into the street.

To Be Continued…

Tabletop Meditations #18: Disease

The Player Characters (PCs) are traveling through a fetid, sweltering swamp. Halfway through their Potions and Medicines to combat diseaseadventure the expedition begins to fall sick with fever. At first, just a few torchbearers were sick and then a few porters. Eventually almost the entire adventuring party is sick even a few PCs are ill. The danger made apparent before the expedition. However, they assumed it couldn’t be that bad. After all, they had healing magic at their disposal. Now stranded at the center of a monster-infested morass they are bogged down with a sick and dying expedition. In addition, the longer they stay, the more likely more will fall ill. An invisible tiny enemy has brought them to their knees.

Disease has stalled even killed some of the toughest, persistent, and well-provisioned adventurers in history. Strange fevers, boils, sores, pox, food poisoning, parasitic worms, STD’s, and animal born infections have plagued adventurers and military campaigns throughout history. With disease being such an important factor concerning exploration and conquest, a clever Game-Master (GM) would be foolish not to make use of that side of nature.

Disease is an underutilized tool in the GM Toolshed and can add to the danger and feeling of a setting. Disease is a world-class force. It can thwart adventurers, jamb the wheels of imperialism, stop the machines of war dead, and even curtail history. However, with all things in the game world, diseases need to be broken down into a few basic ideas.

There are three aspects to diseases in respect to roleplaying games that are important. These are Contagion Rate, the Incubation Period, and the Disease Vector(s) through which the sickness perpetuates. The Contagion Rate refers to how contagious the disease is, percentiles can easily represent this. This represents how easily the disease can transfer to an individual. The percentile rate would mean that the exposed character is potentially infected. After this determination, the GM should refer to the game mechanics for what happens next. If the character succumbs to the infection then the symptoms of the disease are often not immediately noticeable.

Symptoms and the main effects of the disease will appear after the Incubation Period of the specific disease has passed. Incubation Period refers to how long the disease remains dormant in an infected host; it can still be contagious at this stage. After exposure a character can walk around apparently unaffected for however long the Incubation Period lasts which can ranged anywhere from a few hours to days even years! They can remain infectious during this period as well. Often the more infectious a disease is the shorter the incubation time. A highly infectious disease that has a short incubation time is a plague in the waiting although the quicker the incubation then the quicker the outbreak is likely to burn itself out.

Finally, the third idea is the Disease Vector. A vector is the agent that carries the disease to its living host, which can be a living organism or a medium like dust. The infection vectors that can spread a disease are many but the main ones to keep in mind are those that travel through wounds, insect bites, animals (feces & diseased individuals, corpses), and those that are airborne or hide in improperly prepared or stored food. Adventurers need to make sure their food has not spoiled or been contaminated. They should beware of corpses they have not killed themselves. Adventurers also need to care for their wounds even small scratches especially when traversing bodies of water or marsh areas. Of course, they also need to learn how to deal with biting insects especially mosquitoes and flies.

Infection can get into open wounds through direct contact with such vectors as dirty clothes, water, mud, and general filth. The improper cleaning of deep wounds is begging for infection. A good example of the result of an infection through wound contamination with serious consequences is gangrene. Gangrene results in fever and possibly the loss of limbs and death not to mention the stench of rotting flesh. Note that gangrene also results from a lack of circulation but the form we are concerned with is the result of bacterial infection.

Animal and insect bites are another major vector for diseases. The most obvious one is rabies, if the animal is foaming at the mouth its bite is something to avoid. However, certain animals that are carriers are not so easy to avoid. Vampire bats prey upon sleeping warm-blooded victims. Another infamous example is of the Tsetse fly and its transmission of sleeping sickness not to mention the mosquito born malaria and dengue and yellow fevers. Even such hard to avoid insects such as ticks that can carry lime disease.

To finish off the potential vectors of interest to GMs are airborne infections and of course food poisoning. Spoiled food is a major hazard and may transmit mild to severe effects. This usually depends on the type of food, where it came from, and how it was prepared. Also, food contaminated through contact with other vectors such as insects or contaminated water becomes a medium for disease. Another way food can shelter the enemy is by eating infected animals, which may be still within the incubation period.

Airborne vectors come about when inhaling germs in miasmatic environs such as gas spewing swamps or burbling cesspits. This includes sharing space with infected individuals with no contact other than breathing the same air. Here, the disease uses the medium of air launched in aerosol form by a cough or sneeze. Good examples of the types of diseases that can spread via these vectors are influenza and the Hanta virus via the dust from rodent droppings. In certain cases, even the wind can become a vector. Another medium that is worth visiting is that of water.

Waterborne infections can afflict individuals that drink spoiled or stagnant water. Contaminated water can also infect food that comes into contact with it especially during preparation. Examples of the diseases that travel via water are Dysentery, Typhoid fever, and Guinea Worm. Adventurers should always be suspicious of bodies of water they encounter and not just because of leeches and piranha either. However, in fantasy roleplaying games there are a few mitigating factors even in the more primitive of settings.

In RPGs, certain game aspects can mitigate the disease factor. These three disease negating factors are characters that have the ability to heal others aka Healers, potions or elixirs, and magic.

Healers are characters that have the ability to heal other characters of both damage and cure diseases or at least ease their symptoms. They can achieve this mystically or with some version of medicine. If disease is a major feature in a setting, these characters become very valuable party members. However, even when Healers are traveling with an expedition that party may want some backup in the form of potions.

Potions when consumed heal damage and some can even cure disease. These are usually of a magical nature but sometimes the fantasy separates chemistry, alchemy, and magic into separate areas. This separation does not concern us here, as the mere existence of potions is effective in combating disease. The only factors to consider are availability (who makes them and how long does it take) and cost in both time and money. Meaning the majority of people will not be able to afford these life-saving potions. Alternately, if they can it still might be a rare thing. This is especially true if the disease requires a specific cure or type of potion. As the nature of potions often falls into the realm of magic so magic itself must be taken into consideration.

Although healing abilities and potions fall under the purview of magic, they are different strategies due to availability and cost. Unless someone has access to a healer they do not have the luxury of the healer’s abilities and if they cannot find a supply of potions then the same. The same can be said of magic items that may offer protection or even healing abilities to their wielder. These are more accessible to the makers of such items and fall into adventurers’ possession more frequently than others’.

Magic items are more accessible than a Healer’s abilities. This is simply because all one has to do is wield the item instead of becoming a healer. They are also more durable than potion bottles thus granting a more portability. Also they are more than likely good for more than a single use. Frankly, the advantage of a disease fighting magical item is so great that it becomes a necessary piece of kit. This is not to diminish a mage or wizard that has disease curing spells but again access is the issue, there must be such a spell-caster present.

In a world of limited scientific knowledge and where magic is known to exist  how would disease be treated? Just as importantly, how is the welfare of those unfortunate enough to be suffering from infection handled? Historically, disease shaped communities and whole eras of civilization (syphilis, HIV/AIDS, Black Death, leprosy). This includes the formation of colonies and places meant to isolate and imprison diseased individuals. A bustling snake oil industry and quack businesses will spring up. A historical parallel would be the patent medicines of the 18th and 19th centuries.

Disease shapes affected communities especially if there is no cure. How society deals with and treats the so affected is important. The example of lepers is especially notorious. Lepers were made to ring bells warning the healthy members of society that they were coming whenever they were traveling in towns and cities if not barred from entry. Lepers were even forced (occasionally voluntarily) into colonies often on small faraway islands or isolated facilities.

With laws and forced isolation imposed on victims of disease also comes scapegoating. This being applied to not only the infected but also those that were believed to carry the infection. This includes those accused of deliberately planting the sickness by contaminating water wells or poisoning food by means of witchcraft.  These scapegoats may be particular creatures or locations, enemies, social minorities, or newly arrived adventurers or adventurers in general. This also may include a belief that a specific disease is particular to a certain community.

The efforts to prevent infection will range from reliance on certain organizations (religious, mages, alchemy, charlatans, etc.) to enforced cleanliness or misguided efforts thereof. Cities and towns could forbid certain types of individuals from entering due to the belief that they are carriers.

Disease is a world shaping force that stops invasions dead, halts the movement of goods, money, and troops, altering history. The outbreak of plagues can sweep over the entire planet wiping out whole swaths of civilization leaving an indelible mark on the surviving culture. There are Plagues (an extreme version of a specific disease) that can alter the world as it circulates the globe wiping out towns and cities.  International trade can even become a vector such as in the case of the Black Plague and medieval Europe. Small outbreaks can stall wars, halt invasions, wipe out small communities, and kill kings.

However, disease, especially plagues, can not only negatively affect the population but also have severe economic repercussions and even present new opportunities. Patent Medicines (real or snake oil) can come about to fill the need effective or not. Quacks may proliferate. The collapse of trade may occur with the isolation of cities or rural areas needed for trade. The reduction of the work force by extreme measure is not only a tragedy but also thereby giving them more power to demand better treatment and pay.

In June 1381, 35 years after the Black Death had swept England, the Peasant Rebellion occurred led by Wat Tyler from Kent. The peasant army from Kent and Essex marched on London and captured the Tower of London. One motivating factor of this peasant force was that during the plague they had been granted their freedom and paid to work the estates of the aristocracy. The aristocracy did this in order to keep them from leaving during the labor shortage created by the plague. The peasants were afraid that they would lose these newly won privileges. Plagues damage the laborer population, which leads to a downturn in production of materials and crops for at least a decade and increases the economic and political clout of labor and the lower classes. It actually turns the world upside down.

Diseases in RPGs are of value to the GM. Diseases can act as an obstacle to PCs, give certain specialized Healer characters an important role to play, and alter NPCs in dramatic ways. The knowledge of the potential diseases they may face may give the PCs pause and even alter their travel routes. A diseased member of a PC expedition may slow down or stop the group dead especially if more than one of their number is infected. This in and of itself presents its own challenge. That challenge being to find shelter and/or a place to recuperate and recover their bearings.

Introducing these illnesses into your world allows the Healer character to do something seemingly small. However, do not be afraid to demonstrate to the other PCs that disease can take quite a toll even if it only is stalling them for a while. Sickness can also alter infected NPCs in a way that can engage players and give the GM more tools to work with. Examples are lepers, sick and dying kids as a source of empathy/sympathy or an adventure hook, dying beggars, the dying and kind old person but for a cure scenario.

Making use of diseases can help a GM to enhance their game. They have a tool that can halt armies, delay or kill adventurers, alter the functions of an NPC, and put up a barrier to egress in a remote area. It can add to the flavor of a game as well as engendering some mild danger or at least another sum that the Players will have to calculate. Not to mention the fear factor built up via dialogue delivered by the NPCs to the Players.

Microorganisms can stall adventuring parties and armies alike as well as strike down the lowliest peasant as well as the mightiest king. Adding disease to your campaign world can enrich the background as well as alter the roles of NPCs, Healers, and mages. In this same scenario potions and magic items that house healing and disease fighting abilities become more useful and therefore valuable. Certain vectors especially certain insects may become a symbol of terror to PCs who become cognizant of the risk and the need to prepare for an excursion beforehand. Disease as a part of a living campaign world is an invaluable tool for the discerning GM and a valuable source of drama and immersion for Players.

 

The Cabal of Eight Pt.44: Betrayed at Last!

Nighttime – the four mages stumbled into camp, beat-up and dirty. Gornix (played by Gil) was nursing a gut wound. On their way out from the treasure vault, they had backtracked to a few rooms that they had missed. Gornix had been gored by an animated obsidian rhino statue. Szoosha (played by Isis) and Fauna (played by Jenn) had been trampled but their shield items had saved them from everything but a dirty floor. Excor (played by Cris) emerged relatively unscathed from that encounter.

The porter and Arcan the wanderer were waiting for them with a hot dinner. Behind them, there was the carriage and three other wagons painted with the college arms with draft animals. They had found two more wagons hidden around the area.  In answer to an innocent “how long have we been here” he answered that “tomorrow will be the first of Late Summer”. The four mages also found that the pair hadn’t heard from the others since their departure days ago. Soon after eating, they settled in to sleep and the night passed peacefully.

Come morning the four mages began to patrol the perimeter hoping to get a bead on their lost companions. Fauna used her cabal medallion to try to contact the others but she got nothing. As they rounded the eastern portion of their clockwise run, Gornix tried his medallion. He got a static obscured reply with a faint voice that seemed to sound from a great distance. They continued south and as they came to the southeast corner, Szoo spotted a large red dune and a young swordtail dragon slithering over the crest towards them.

Excor got the drop on the beast and snared it with his Shadow Ribbons spell. From there on the fight was a slaughter until Gornix knocked it out of the ribbons with his Force Ram fortunately in the process killing the dragon. It had even managed to resist about half of the spells they had slung at it but the mages had attained a plateau of power that was beyond the unfortunate creature.

They wandered west then north, Szoo used his medallion and got a stronger signal. The words, “Yeeeargh! We’re comin’ through! WATCH OUT!” blasted into his head. At that moment, Gornix found a half-buried stone door and wanted desperately to get it open. Excor used his medallion to try to contact them. He was able to find out that they were fleeing a cave-in down a long hall that slanted steeply upward towards a stone door. However, they were all out of spells.

They backed off from the door and Gornix smashed the stone doors in with a well-placed Force Ram spell. Suddenly, through the door, their companions ran up and out one after the other. Belrae in dirty purple robes a green frog on his torn breast, Riahm his tattered half-brown half-green cloak flying behind him, Jirek in his shabby robes nursing a broken arm,  and Xanto the Wasp and his apprentice Bumble followed by two large wasps each hauling a large sack of booty.

Out of breath Belrae turned a finger towards the Wasp and shouted “we were almost KILLED because of THAT GUY!”.

The Wasp: “What me? No. I was looking out for all of our welfare, what would this little venture of yours be without the wealth I collected? We are all now very rich, celebrate my friends, we have all survived!”

Just then, a blast of sand, pebbles, and dust engulfed them from the open passageway. Later the four adventurers led their companions back to camp. They later prepared for dinner and were ready to ship out come dawn.

As they ate they talked excitedly amongst themselves with the Wasp being mildly ostracized, his apprentice next to him. She was somewhat reticent to talk to Fauna when the druidess tried to strike up a conversation. Gornix left the group for a quiet rock a ways outside of camp, a place where he could “see the stars”.

He sat lotus style on the pale stone in an area of hardened red waste and gazed at the endless Elysian field above. Studying the stars he used his astrological knowledge trying to divine whether their passage home would be a safe one. He also gathered some mana points and stored them in the crystal that topped his staff, just in case.

Seeming about to make an announcement the Wasp stood up, the two bags of loot just behind him and Bumble.

The Wasp: “Well, my friends though I regret to leave this little party despite the undue treatment, Adieu!” He waived his hand and both bags and Bumble all teleported away.

Cris: “F@#k’in Wasp! I should ‘a grabbed Bumble!”

Excor had tried to beat the Wasp to the punch and made a snatch for his arm. Unfortunately, he had been just a hair too slow. Cris was right though. With his roll, he could have easily grabbed Bumble leaving the Wasp in a precarious position when he arrived back in town sans pupil. Her father would have killed him. However, Excor went right for Xanto and thus missed, not by much, but missed all the same. The mages were disappointed the villain had flown. The missing loot just added insult to injury.

Paradoxically the players actually seemed quite relieved that Xanto the Wasp had finally betrayed them even as they griped about it.

About one week later, the mages arrived back in Ezmer sans Arcan. He had parted company just before they hit the headland. As they pulled the wagons to the city gates, they saw the city bulwarks singed and blackened. In places, they were nearly completely demolished. Dozens possibly more Wher dragons laid in several rows and clumps, most dead some still twitching and being speared by the legion of guardsmen cleaning up the battlefield.

Fauna: “What the hell happened here!?”

Isis: “Yeah, geesh!”

Cris: “Oh yeah, it’s a Dragon Summer. They converge on the Ezmerian Headlands to mate.”

The crowded corner of Silver Circle street and Western Avenue was bustling with wagons, carriages, pedestrians, and horse riders. A group of agile street urchins weaved through them all before disappearing. Szoosha ineffectually watched the scene coursing around the street level of the Red Helm tavern from the window above in the cabal clubroom.

Fauna, Gornix, and Excor were sitting around the table dividing the loot that they had won. Each of the four had received a gold ring and necklace with a bee motif as well as a gold dagger as their share. Fauna claimed the gold skullcap that granted a +4 bonus to I.Q. when worn. Gornix took the bracers that granted +2 STR. Szoo claimed a gold ring that granted the Fearsome Form I spell and a constant +5 bonus to resist poisons. Excor took the ring that granted the Verminous Might (Winged Flight) spell and a necklace that granted the Sting spell 3 times per day (after a roll-off between the players).

Excor pulled the small silver chest from the portable hole and found it empty; it had a felt lining that had an indentation in it that fit the Amber Bee. They left the lotus mirror, an intelligent item, hidden in the cabal room, as none of them wanted it. They hung the lotus maces that they had captured on the walls of the tiny chamber as trophies.

After that had been accomplished, Excor pulled forth the first large chest that Gornix had holed up from the lotus vaults. The chest was oak banded with black iron. In place of a lock, there was a polished gold skull with a large ruby, citrine, and emerald in the eye sockets and nasal cavity. The jaw was jointed. Showing restraint Gornix “clairvoyanced” the lock finding out that the gems were buttons and to unlock it, the correct two must be pressed. However, the wrong combo would unleash a blast of toxic Grey Lotus spore.

Suddenly the mechanism unlocked and the top popped open as Fauna pushed the yellow then green gems without prompting. They admonished her lightly and then turned their attentions to the contents.

Within were a high quality nega-steel bottle with an aquamarine stopper carved into a flower that contained three doses of water charged with anti-magic energy. There was also a phoenix feather cape (Level 7 item, fire proof, Charm Against Evil (constant), Temporal Jump (1 x day), Seal of Health (10 charges)), a copper armlet with a large emerald carved into a lotus (level 8 item, grants a +1 I.Q. to wearer), 10 platinum talons, an alligator hide sack filled with gold bee husks (approximately 10 lbs. of gold), and a Drake hide sack filled with 100 pieces of tiger’s eye.

They each took 2 platinum talons leaving 2 for the cabal coffers. Finding that the locking mechanism could reset itself they closed it intending to leave it in the cabal room. Excor then withdrew the second chest.

It was another large iron-banded oak chest. Its locking mechanism was a solid gold faceplate inscribed with a honeycomb pattern where four of the cells had holes and three were buttons. Each button was inscribed with a black wasp, a gold bee, and a gold lotus. They argued a little back and forth about which two buttons to push after Gornix used his clairvoyance to confirm that was what they had to do.

Isis: “I got this! Um, the people there had a religion centered around gold bees and lotuses so…”

Szoo pushed the gold bee and then the gold lotus buttons. The chest popped open. The naga released a held breath.

Within the chest were a pair of highest quality leather gloves with amber buttons (level 7, +8 to sleight of hand, Quickness (constant), Counterspell: Curse: Affliction by touch 1 x day), a highest quality mirror-polished mithral priestess figurine (level 8, a command word grants a +9 to diplomacy and Owl’s Wisdom (1D4 + 3) 2 x day), and a highest quality stiletto with a clear quartz pommel stone, a blue-dragon-hide grip and decorative runes along the starmetal blade (level 14, +1D6 acid damage, keen weapon (18-20 critical)). There were also 10 talons of ice-steel, a silk sack filled with 100 pieces of obsidian, and a superior quality silk sack filled with 100 emeralds.

From that hoard, each mage got as their share 25 emeralds, 25 pieces of obsidian, 2 ice steel talons, and 25 pieces of tiger’s eye. Szoosha took the phoenix feather cape (after a player roll-off), Excor the armlet (after a roll-off between Cris and Gil), Fauna the gloves (after a roll-off between Jenn and Gil), and Gornix took the stiletto. They left the cabal coffers with 2 ice steel talons and the priestess figurine.

The following day the mages decided to finish off their reading of Vordan’s Tome. They picked up at the fourth section. The section began with a brilliant full-page illuminated gold lotus illustration. The section goes on to discuss the gold lotus giving a location where it could be found describing the location as “southern ruins alongside a billabong overseen by a warlord’s red edifice by a river at the foot of a bloody spire far southeast of the old black temple”.

Cris: “Well, there it is. Guess that’s next?”

They read on. Several gold gilded pages made up the meat of the section. They described the spell of legend Alchemical Gold but it was incomplete. The pages following those were from an old accounting ledger with pictures of various types of gold coins.

The fifth section was composed entirely of more entries from Vordan’s diary. All lamented or cursed something. The most interesting parts were of Vordan lamenting the loss of his ladylove to a lying, handsome, & corrupt official followed by several bad poems, revenge fantasies, and laughable schemata to win her back. There was a potion formula however of Allure and the spell Eatables to Maggots.

The sixth section consisted of several pages of reproductions of familial heraldry, only some of which were recognizable as those still in use. Vordan’s personal arms occupied a page. A black, white, grey, green-eyed Karkadann head on an orange lozenge like a longshield with an open book at helm and crossed green-leaved branches at bottom composed the wizard’s arms. Following were some more accounting pages with an address in the Market District. They also found the Luminescent Sigil and Harmless Beam spells. A large illustration of a key was on the page with the latter.

The seventh section was a beautifully illustrated catalog of mystic lotus types. Its final page was about the gold lotus and mentioning, “The royal jelly of that certain bee is required to grow them”. The section ended abruptly however cutting off the text. A few almost incoherent poems in a loose and sloppy hand occupied the margins. The section also talked about the refinement and use of the mystic lotus in alchemy. When using this section to identify lotus flowers the reader would get a +3 to identify and a +2 skill bonus when using alchemy.

The eighth and final section was simply a fusion of three sections taken from Vordan the Magnificent’s autobiography. The three sections concerned a torrid love story, a wizard’s duel in which Vordan lost, and the laments of an aged shop-keep. There were also three amateurish sketches of an alley shop front, an old man, and a small room with a chair in front of a strange circular window. There they found the spells Alarm, Amulet of Power, and Tele-Location.

They had heard that the twin swans had left on a ship with their brothers in arms in pursuit of a Creschan vessel, something to do with Creschan Fire. They had also heard that their former benefactor Virtra Wefa had poisoned herself along with her grim servant when faced with arrest by the black and white swan knights.

Later that week they tried to track down the Wasp at his house behind the Nezorik family mansion. He wasn’t home. So Szoo and Excor deposited the animated armor in the portable hole in his living room and left.

The mages found that Bumble became scarce at the next few meetings. Also the two ‘leaders’ were becoming ever more secretive as they seemed to get closer to Draega Skullshine the publican. However, Jirek was still chummy with them.

As the Dragon Summer ended, the mages prepared for fall. Fauna readied to make certain necessary political maneuvers involving the Brothers of the Rope. The other three were gearing up their operation for the rat fights, which would go into high swing come winter.

End of the Campaign (played between June 2016 and June 2017).

The Cabal of Eight Pt.43: The Final Room

The sound of stone grinding against stone filled the mages’ ears as the solid black-stone door slid the monster in the final chamberdown into the floor stopping with the finality of a thud. That door would never close again. A large central fire lighted the oblong octagonal chamber before them. The walls were of the same dull black stone as the rest of the place and floors were polished white marble tile. The ceiling was flat and very high.

Directly to the south was an elevated platform with white stone steps leading up to its top where sat a small silver box with wood panels. Supporting the western and eastern walls were a pair of thick but plain black pillars. Against the southerly diagonal walls, one to the east and the other to the west sat large iron-banded oak chests.

Gornix (played by Gil) immediately prepared to run in to one of the large chests and Excor (played by Cris) was eyeballing the small silver box.

The GM (me): *Exasperated Sigh* “Make a spot check.”

Gil: *Roll*Roll* “Nope. I go to the first chest.”

Fauna (played by Jenn) and Szoosha (played by Isis) stopped the Salt-Lotus Wizard from blindly charging into the newly opened chamber. They pointed out the giant lion-like creature lying at the center of the room, the firelight being at the tip of its tail. Its three heads were rousing but still groggy. In a rumbling voice that they felt more than heard, the central head spoke. However, the mages did not speak its language nor did they want to “waste” any spells trying to understand what it had said.

Cris: “It has three heads!? And it can TALK!?”

Fauna immediately charged in casting Lightning Bolt. The bolt struck the beast with no effect. Gornix on the other hand, moved in cautiously to the side and using his Dark Secret wizard ability was able to let the others know that it was immune to electricity. He also gave them a pointer on how to take it out which was mostly an educated guess. Meanwhile, Excor cast Shadow Ribbons and amazingly bound the monster. The creature struggled against the shadows. All three of its heads roaring a horrific bone quaking roar of rage and confusion but the mages were unshaken. Szoo cast Elemental Half-Plate Armor (fire) on himself.

While the players all yelled at Jenn that the monster was immune to electricity, Fauna cast Lightning Bolt on it yet again. Gornix cast Amplify Magic his spell easily penetrating the monster’s resistance. Excor cast Slow on it, his magic also penetrating its resistance easily. The beast spat a fireball from its central head catching Fauna, Excor, and Gornix in the ensuing blast of swirling flames. Fauna stumbled but was saved by her Mage Armor, which was dispersed. Gornix took half damage having forgotten to engage his Shield and Excor’s Mage Armor absorbed the damage but was greatly weakened (not many Hit Points left). He had used an item to don it just before Gornix had opened the vault door. Szoo summoned his flaming naginata and charged in.

Gornix cast Force Ram at the creature crunching in some of its ribs wounding it horribly. Excor cast Paralyze II at it, his magic again easily penetrating its resistance to magic. Szoo put all his strength behind his blow as he rammed his weapon into its battered and bleeding side. However, the flame born weapon couldn’t penetrate its hide.

Gornix slung another Force Ram at the creature dealing it a crushing deathblow. The beast’s massive corpse slowly faded into nothingness. The battle was over. The mages assessed the damage, only Gornix had been wounded in that fight but he dismissed it as “nothing”. They spread out inspecting but not touching the chests and box.

Fauna checked the stairs leading to the top of the platform for traps, seeing none she ascended to the box.

Fauna (eagerly): “Should I open this chest guys?”

In response, Excor stepped out of the room and prepared to duck behind the stone jamb. Fauna took her time inspecting the box and the platform upon which it was resting. She found that the box had already been opened a long time ago and it was definitely trapped. She figured that it sat on a pressurized crevice that if it were removed would unleash poisonous gas from a hidden reservoir. Gornix tried to sense magic on it but was unable to get anything so instead he got a little frustrated.

Consequently, he cast Breath without Air on himself. Fauna backed off to the bottom of the stairs. Szoo left the room and ducked behind the doorjamb opposite Excor. He tried to identify the box but it was just a box. Therefore, he attempted to disarm the trap. Fauna retreated to the others. He failed to disarm it. Suddenly, a large several inches thick blue-steel door started to slide down over the lone entrance. Thinking quick, Excor tossed Gornix the Portable Hole. A second later, the door slammed down sealing the room airtight. A vast amount of gas billowed from the square hole the box had formerly concealed.

Gornix was now at the center of the room with the hole in his hands. He tossed the silver box in as the billowing gas snuffed out the last vestiges of his vision. The gas was sickly green and very thick. It blotted out all light blinding all normal vision. He was in pitch black even though he tried to light his way with his staff.

Cris: “Man! You’re totally blind in there! Be careful!”

Gornix carefully felt his way slowly around the room to the first chest. He holed it up suddenly feeling and hearing a huge torrent of gas blasting into the room causing his ears to pop with the pressure.

Gil: “Aw man, I’m glad I got breath, breathe without air on me!”

He slowly moved across the room to the other chest. Almost tripping at about the center of the room, he was able to maintain his balance. He edged ever closer but had a little bit of a struggle to feel out the second chest. The gas chilled his skin. He could feel it billowing through his hair and between his fingers. Eventually he found the second chest and holed it up as well. Once again, he triggered the trap concealed by the chest and again a huge ice-cold gust of gas hissed into the room. Consequently, Gornix felt the building pressure in his lungs now and the gas was leaving a sticky residue over his skin, in his hair, and on his clothes.

So, he moved quickly towards the metal door keeping his hand on the wall after he felt past the pillars. He made it easily to the now freezing blue-steel and used Ghost Step to exit the gas-filled chamber.

Fauna: “I wonder if there were any concealed doors in there?”

Szoo: “Oh yeah, we never checked!”

Gornix: “Well I don’t think anybody is going to be able to go back in there ever again.”

He “prestidigitized” himself clean. Fortunately, the toxin did not seem to be a contact poison.

Excor (shrugging): “Whatever let’s get outta here! And give me back my hole.”

Jenn and Isis burst out into hysterical fits of maniacal laughter. Gil just clinched his eyes shut and put his hand over his face. Cris flipped the two women the bird.

To Be Concluded…

The Cabal of Eight Pt.42: The Lotus Vaults Pt.2

The shattered remains of the door lay before Gornix (played by Gil) revealing a long hallway to the The Lotus Vaults and all its doorssouth. As the others, Fauna (played by Jenn), Szoosha (played by Isis), and Excor (played by Cris) moved slowly and carefully down the newly opened passage, Gornix peeked back through the eastern archway. He found another passage going southward. He sneered with doubt and followed the rest of the group catching up to take over lead position.

The group approached the dimly lit chamber at the end of the hallway (9 on the map). The small room flickered with firefly light from its southeast corner. Against the northwest corner and occupying all of that 5 ft.-square space was a large piece of semi-transparent yellow-orange amber. Caught within they could see an ancient warrior in scale mail, a horned open helm on his head , his axe raised, his sharpened teeth bared in an eternally frozen bestial rage.

This feature made them wary of the room and Gornix took a little time to search the floor. He found a small, hastily scrawled magic circle. It was still carrying a charge and he was sure that it summoned something when crossed. He just did not know what. Excor heedless, portable-holed the amber encased barbarian.

Excor: “What? It’ll go great in my tower! … When I have it built.”

Gornix was determined to move on and with the barrier of the amber husk gone; he began to lead the group. Of course, he accidentally stepped directly over the magic circle activating it.

Three Lightning Bugs sprang into existence with a magic flash identical to the one that they had faced not long before. The fight was brief. Gornix turned the tide early with a cone of fire that killed two and Szoo and Excor pummeled the last to death with a fire ray and Chrono-Missile. That taken care of they proceeded to the end of the short passage.

There they found a rusty iron door with a magic rune carefully inscribed upon its face to the north (D8). Its key lock mechanism was jammed and badly rusted. Gornix used his knowledge of Magical Script to identify the rune and its purpose. He knew that if the door was attacked in any way that it would summon a giant inferior water elemental.

Cris: “aw man! If we activate that thing we’re all dead! DEAD! Look at where we’re at! A giant water elemental will fill this place up, engulf us, we’ll all drown!”

They stood there puzzled for a little while and very wary of the door. The players even checked their sheets to see who could swim. Only Fauna had the skill.

Gil: “There is definitely something worth it behind that door.”

They searched the old iron door for the depression that would allow the Amber Bee to open it as it had others previously. However, they found that it did not have this. Gornix and Excor decided to do a synergized check for traps. They scoured the surface of the door and its edges for any sign at all.

They found nothing aside from the rune. So Excor tried using the Knock spell from his platinum key. However, the door was firmly jammed shut and simply couldn’t be opened without the use of force. In response, Gornix had the bright idea to just “ghost step through”.

Gil: “Wait, wait, wait! Mini-portal spell to see what’s happening first.”

Through the small portal, they could see nothing but darkness. Therefore, Szoo shoved his flaming naginata through it allowing them to see inside via the flame light. The chamber beyond was another octagonal chamber and very plain with a flat ceiling each of its walls lined with dark and very dusty wooden shelves (10). They could see several jars of what appeared to be seeds and maybe some preserved honey.

Excited by this sudden treasure trove Excor and Gornix ghost stepped into the chamber. Excor cast illuminate. They proceeded to loot the place shoving everything into the portable hole. The group managed to snatch a single jar of grey lotus honey, 2 jars of golden lotus honey, 1 jar of yellow lotus honey, and 1 of purple. They also found 3 jars of lotus seeds with grey, blue, and black respectively. With that they also found 4 jars of pure lotus pollen; purple, red, blue, and yellow. The pair also found an ancient rotting scroll case hidden amongst the shelves and holed that up without opening it. They exited via ghost step.

They backtracked with Gornix in the lead. He slowly moved towards the next chamber at the end of the hall just above the amber warrior room the passage opening to the east. This chamber (11 on the map) was lit by several firefly ambers in the wall niches and seemed very plain save for the white tiled floor. Other than that, the room was completely empty. He was sure that there were no traps in here so he lead them through noticing however that there were weapon nicks everywhere along the walls and even on the floor.

The group moved through into the next connecting chamber through a tall deep archway. There may have been a door ages ago but there was no trace left. The room before them was enormous and very brightly lit as if by the sun itself. All four of the mages were gazing in wonder from the archway.

Within the room had a domed ceiling its apex at 35 ft. tiled with a mosaic of a sparsely clouded blue sky. The floor tiled with polished white marble, the thick black pillars were lotus themed, and gold leafed with chevron patterns. They could see what looked like a miniature sun orbiting around the inside of the dome cascading the room with pure daylight. At the center of the room was a barren planter sunk into the floor. However growing in that was a 20 ft. tall woody lotus flower of a kind unknown to any of them. Its large brown petals were shriveled and leather like, and its woody bole was wart covered and twisted.

In the south wall were a recess and a door cut from the same black stone. Standing in the north where the room opened into a natural cavern was a golden statue of a bee about the half the height of a man. Within that portion of the area, there was a small waterfall to the east pouring down a wall of uncut natural stone into a large curbed basin or cistern. They could smell the strong scent of fresh, clean moisture and the musk of old damp wood.

What concerned them and impeded their progress was the giant brown lotus. They were hesitant to trespass on its territory. Therefore, Fauna used her wilderness lore to surmise that the plant was indeed dead, she thought. Gornix however knew through his monster lore that the Lotus was not dead but dormant and was some sort of mutation caused by the nexus. He guessed that they must have been near the nexus that fueled this place. Gornix cast Breath without Air on himself and made sure his shield item was activated. They stood at the archway looking in. None of them wanted to be the first.

Gornix: “I have Breath without Air and Shield so f@#k it!”

Fauna: “Wait! Let me Commune with Nature first!”

Before the brash Gornix moved in towards the giant lotus, the druidess was able to discern that the plant was indeed an unnatural monster and was very much alive. She also was able to locate the rest of the cabal whom were still alive and close. In addition, the monstrous plant was growing directly on top of the nexus point. Gornix stepped in. With the painful creaking of wood, the monster plant turned and opened its petals like jaws.

Fauna cast Lightning Bolt from the arch dealing little damage. Excor cast Mage Armor on himself. Szoo hurled fire at the creature singing it a little bit. The mouth of the giant lotus turned towards Excor and Gornix unleashing a blast of woody seeds as projectiles. Excor dodged while Gornix attempted but failed losing his Shield.

Fauna lobbed another Lightning Bolt again dealing a little damage. Szoo again hurled fire at the creature barely singing it. Suddenly the soil in the planter erupted and a root like a tentacle whipped at Gornix. The White Lotus Wizard used his battle magic to intercept its attack with Force Ram. His spell smashed into the bole shattering bark and splitting the tentacle.

Excor cast Lightning Bolt at the creature dealing a little damage. Szoo hurled more fire dealing some damage this time but the plant had still not caught fire. Another root-tentacle erupted from the soil and snapped Excor wrapping around his waist and grappling him in a crushing noose. Gornix successfully cast Amplify Magic at it.

Another root exploded from the dark soil narrowly missing Szoo.

Fauna cast another Lightning Bolt this time the magic amplified she shattered bark and split wood nearly killing the creature. Gornix followed up with Force Ram smashing the monster into splinters. After they were sure it was dead, they spread out to explore the gigantic day lit chamber.

Excor wandered over to the gold bee statue. Formed by pressing and welding hundreds maybe thousands of dead gold bee husks together it was impressive. After searching it, he found an old note rolled and stuffed into a small crevice. He read it after casting Comprehend Languages. It read:

I have faith that you have found my note be that only you, my love, would in our little place. I am confident that we will soon be together as you have the bee to guide you. Though I still fear for you as the barbarians near the temple after trampling the capital. But I still pray that my yearning will be ended and we will be together finally at the glorious spire.

The signature had long since disintegrated and just after finishing the note the ancient parchment crumbled to dust in his hands.

Gornix: “Hey, what was that?”

Excor: “Aw nuthin’”

Excor bagged the gold bee statue. Meanwhile Gornix turned his attentions to the dead lotus. Inspecting the stump, he found the control obelisk within as the plant had grown over and around it encapsulating it. After all were satisfied that they couldn’t and probably shouldn’t bag the miniature sun, mostly Excor objected, they turned their collective attentions southward towards the black door.

This recessed door was of the same solid black stone from which most of this place had been chiseled (D9). It was 5 ft. wide and close to 12 ft. tall. Carved on the dull surface a couchant lion with a flame burring over its head. There was a small niche in the shape of the Amber Bee just below that.

Excor unwilling to open the door himself tossed the Amber Bee to Gornix who unhesitatingly opened it.

Gornix: “All right! This is it!”

To Be Continued…