Investigations
I wrote a post a couple of years ago comparing a D&D mystery/investigation-based scenario to one for the Blade Runner RPG. D&D didn’t come out of that head-to-head too well. It was unsatisfying to create powerful, combat oriented characters only to be stuck questioning party-goers and looking for clues when your abilities were not really suited for that.

So, I suppose it’s a wonder that I chose an adventure like The Eternal Boundary for the AD&D 2nd Edition portion of the Editioning. But let me tell you the difference: the Eternal Boundary has a little bit of everything you could want as an introductory module to a Planescape campaign. Yes, the theme of the adventure is one of clues, schmoozing and sleuthing, at least in the first couple of acts. But, underneath all that, the players are discovering the dark of Sigil, its razor vine-choked alleyways, its legendary landmarks, its numberless portals and its ineffable nature. They’re hearing the chant on the streets of the Hive, from the barmies and the bubbers, out of the mouths of dour Dustmen, hopeless Bleakers and frenetic Chaosmen. As they try to find out what happened to poor Eliath, they visit the Mortuary, where they learn about the morbid philosophy of the Dead, they come into conflict with the Xaositects and discover they have no respect even for the order of sentences, never mind the universe. They hear that they should never cross the Lady of Pain and that even the gods have no direct influence on the City of Doors. They hear a lot and, as they get more involved and feel more like they belong to this bizarre place, they start to contribute their own two coppers to the philosophical undercurrent of the city’s discourse. Every session, our Dustman and our Sensate get into a blazing row about whose thinking is right. What a genuine joy.

Even though most of the adventure has taken place only in the Hive Ward, the PCs have been exposed to the bones of this city, and the major themes of the setting. The investigation is incidental.
Also, the investigation can be handled in any one of a dozen ways. So far the PCs have utilised deception, bribery, intimidation, local knowledge, ambush, kidnapping, false imprisonment, and they’ve done a “Weekend at Bernie’s.” And many of these instances could have been fights but they wisely avoided violence in most cases. The point is, they were presented with a mystery and were asked to solve it. They were never told they couldn’t do it the way they wanted to. That’s proper old school. And that’s where it differs most from An Unexpected Wedding Invitation (from that Investigations post,) which went out of its way to proscribe certain actions, avenues of investigation and even the freedom of PCs to go to certain places at certain times.
So, although their investigations are meeting with varying levels of success I think I can say with some confidence that the players are having fun anyway.

Finding Eliath

Before getting into our latest session, I had some admin to do. I realised that I had not been handing out XP at all. The poor PCs were not getting their rewards for all their clever little actions. I had to really stretch my memory muscles on this one, as we were talking about two sessions over the course of six weeks. The AD&D 2nd Edition Dungeon Master’s Guide recommends that you award XP at the end of every session, because, otherwise, you’re likely to forget what happened. The XP system in this game is extremely granular, with warriors, wizards, priests and rogues all getting XP for doing different things. For instance, warriors (fighters, paladins and rangers) get an extra 10XP per hit dice of creature defeated per warrior level. However, priests (clerics and druids) don’t get that. Instead they get an extra 100XP per spell cast to further their ethos and even more if they use one of their granted powers like Turn Undead. Rogues (bards and thieves) have it pretty easy since they get 2XP for every gold piece worth of treasure they obtain. But Wizards (Magic Users and Specialists) have it toughest in my opinion, they get a mere 50XP per spell cast or 500XP per spell researched. Now, sure, they can cast spells but only when the occasion arises, and as for researching spells, that is a time-consuming and expensive activity that there is not much space for in a short adventure. Anyway, they all also got some common awards for their investigations and a combat encounter. The combat XP is calculated in a fairly logical way using these tables from the DMG:


Dear reader, if you can’t remember what went before, frankly, I don’t blame you, so here are a few links to the other posts in this series:
AD&D 2nd Ed Part 1
AD&D 2nd Ed Part 2
AD&D 2nd Ed Part 3
Last we left our intrepid heroes, they were staking out the pub in the hopes they would run into their target, Eliath. They had rented a room and even stayed there for the night without the man in question showing his face. The second day, they decided to split up. Trance and Aurora would return to the Butcher’s Block, the Hive’s diviest dive, where Trundled Three-teeth, its stinking Ogre proprietor would hopefully have some information for them. Meanwhile, Devansh, the cleric and Glaermond, the Paladin continued the riveting stakeout.
After only moments back in the Hive, the first group heard sounds of a yet another attack in yet another alleyway. Aurora sent her goat familiar to scope it out. He is a very sneaky goat, ok? Kid spotted a group of men standing over another after, seemingly, killing him. They talked about leaving the poor bubber for the Collectors to find before scarpering. The goat got a good look at the ring-leader, a half-elf in a dark leather hood. Aurora, out Witch, examined the body and even cast Detect Magic on it. The man seemed completely dead, but was also emanating magic. They decided to take him to the Mortuary, where Aurora’s Dustmen buddies were sure to know what to do with him. So, she and Trance slung the body between them and pretended he was dead drunk, and not just dead, as they “escorted” him through the Hive. Unfortunately, their ruse was not sufficient to fool the Bleak Cabal gang that turned up. Turns out they were out looking for the berks who were putting their barmies in the dead book, and it looked like they’d just found their suspects. Some fast talking from Trance convinced the Bleakers that they were not the bashers they were looking for, by telling them almost the whole truth. Still, Derioch Ysarl, the mage in charge, demanded that, if anyone was going to take the body anywhere, it would be them. Derioch also used detect magic, and, at a higher level was able to figure out that the spell cast on the man was necromantic in nature.
Back to the Black Sail Tavern. Devansh and Glaermond ordered some cranberry juice and watered down wine and a couple of bowls of forever stew from Salja, the tiefling serving maid. They also purchased a hot bowl of information. She was able to tell them that, not only was Eliath in the bar right at that moment at another table, but also, that he had a room in the Black Sail. Rather than confront ELiath in the pub while he sat with a group of his fellow Doomguard, they decided to keep an eye on him and wait for the others to come back, when they would corner him on his own.
Meanwhile, Trance and Aurora were talking to Trundfeld. He gave them a bit of a run around, more-or-less telling them only things that they already knew. They didn’t trust him but they had little choice but to accept what he told them. So they went back to the Black Sail to meet up with the other party members.
That night, Trance took it upon herself to use the skeleton key Salja had kindly provided for the low low price of 1GP and enter Eliath’s room. She hid there under the bed for an hour or so before he returned. When he did, she leapt up and threatened to kill him if he didn’t co-operate. The others then helped her to kidnap him and take him back to their own room. Finally! They had found the barmy they were looking for! But he wasn’t barmy no more. He tried to tell them that he was a Clueless prime, only recently arrived from Toril when he was immediately recruited by the Doomguard. But when they pushed him he confessed that he had been in Sigil for fifteen years, most of which he spent insane on the streets of the Hive. He said that he had died there, a raving loon, but rather than being brought into he arms of his loving god, Lathander insatead returned him to life, claiming that for Eliath to join the Doomguard would be all he would need to do to fulfil his god’s wishes. He had no memory of a key to the portal they were looking for, though he did direct them to a wizard’s tower in the Lady’s Ward, which might contain the Rhaunades Collection, a library that may house the information they’re looking for.
The PCs felt they had run into a major roadblock in their investigations. Despite finding the man they were looking for, they were no closer to the information they needed, the key to the portal to the Isle of Black Trees was still a mystery and the Rhaunades Collection seemed like a long shot since there were a thousand towers in the Lady’s Ward and they didn’t know where to start. So they returned to their patron in the Society of Sensation, Bendon Mawl, for advice. On the way to the Civic Festhall to see him, they ran into another familiar figure, the Dancing Man who Aurora had encountered in the Hive. Another barmy turned sane. This time, they questioned him and when he tried out his cover story, one very similar to Eliath’s they found out that he remembered dying and being greeted Saint Cuthbert, who sent him back with the divine command to seek out and join the Society of Sensation to fulfil his wishes. The party began to make some connections. And when they went to see Bendon Mawl, he was very concerned about the possibility of some conspiracy between the Dustmen and the Doomguard, possibly at the expense of the Senates. He promised them some help if they would go and investigate this new threat. Even the Dustman on the team, Aurora found herself wondering if her own higher ups might have some nefarious plans she was unaware of.
They went back to their decrepit church to rest for the night and think about what they were going to do next but were rudely awoken by armed men busting down the door and attacking them!
Conclusion
The mystery has been preserved even after they discovered Eliath. They have unwound a part of it, of course, in finding him and the Dancing Man alive, but they don’t know the purpose of these “resurrections” or who is really behind it. Meanwhile, there are several factions in play and list of NPCs with their own agendas as well. It’s been low on action, but high on intrigue and that is suiting us just fine after the highly lethal, combat heavy OD&D and Basic.
Can’t wait to get further down this rabbit hole but I’m going to have to. I have holiday coming up so our next session won’t happen for a month! I’ll be back in the meantime with musings on other RPG-related things dear reader.
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