July 22nd, 2008
PLAYTESTING
4th EDITION
PART
6: SKILL CHALLENGES
Note:
This essay was written a little over a week and a half ago. Between the
time I wrote it and today (as I post it), Wizards of the Coast has
released errata for 4th Edition which corrects some (but not
all)
of the problems described below.
Since
this essay still accurately describes my playtesting experience and
serves as an apt critique of the rules as they were published, I have
chosen not to rewrite it. However, I have added an Errata Addendum to
the end of the essay discussing the changes that were made in the
errata.
|
I've also talked about skill challenges
before. Having completed my playtesting, here are my current thoughts
on the matter:
(1) Skill challenges in their most general form
are unusable as written because they're so heavily
dissociative. They are fundamentally disconnected from the
game world (caring not about what
the PCs have done, but merely how
much they have done) and create strangely skewing
probabilities, among other problems.
(2) Skill challenges in the specific form
described in the 4th Edition Dungeon Master's Guide
are unusable because they mandate railroading. If you follow the rules
in the DMG you are supposed to (a) write a script for the PCs to
follow; (b) tell them the script; and (c) if they try to deviate from
the script, punish them for it with more difficult skill checks.
(3)
Skill challenges are unusable because their probability is wacky. I'm
not going to delve into the maths, but basically what it boils down to
is that a 65% chance of success on a skill check is the watershed: If
you have less than a 65% chance of succeeding at the skill checks
making up a skill challenge, your chance of success on any skill
challenge is very small and shrinks rapidly towards the essentially
non-existent as you increase the complexity of the skill challenge.
If
your chance of success is exactly 65%, then increasing the complexity
of the skill challenge is virtually irrelevant (even though it's
supposed to be getting more difficult). And if your chance of success
is larger than 65%, then skill challenges actually get easier as the
complexity increases (when it's supposed to be getting harder).
This
is obviously not working properly. And, when you run the actual numbers
of the system, you discover that the PCs generally have about a 10-20%
chance of succeeding on a skill challenge designed for their level.
(Here's a fix
for the probability issues that looks pretty good to me as I glance
over it. The author has also done some interesting things in terms of
adding some depth to the gameplay of skill challenges. I haven't fully
delved into it, but it looks like it's worth checking out. Note that,
while this fixes the wacky probabilities of WotC's skill challenges, it
doesn't address the emergent probability skewing which is an
inherent characteristic of the dissociation arising from open
skill challenges.)
(4) Even if you fix the probability, skill
challenges are surprisingly boring in actual gameplay.
In
the best case scenario, skill challenges simply duplicate the gameplay
of previous editions: The players propose a course of action, the DM
determines the skill and the DC, and then a check is made to determine
success. In this scenario you're tracking a bunch of extra numbers and
suffering from the inherent dissociation of the system, but you're not
actually gaining any sort of reward for your effort.
In the worst case scenario,
skill challenges turn one interesting die roll into six to ten
monotonous die rolls. (And you're still tracking the extra numbers and
suffering from the inherent dissociation of the system.)
(5) The
only potential benefit you gain from using the skill challenge system
is that it gives you a structure for rewarding XP. But the wacky
probabilities alone assures that this "system" is just as likely to
erroneously give you a larger reward for an easier challenge.
Here's
another example of this "system" in action, from pg. 73 of the DMG: "If
you use easy DCs, reduce the level of the challenge by one. If you use
hard DCs, increase the levelof the challenge by two."
When we
look at the table for DCs by Level on pg. 42 of the DMG, we can quickly
see that this is complete nonsense. For example, at 10th level the
values are easy DC 17, moderate DC 21, hard DC 25. The guideline is
claiming that if you take a 10th level challenge with moderate DCs and
redesign it with easy DCs, you should end up with something equivalent
to a 9th level challenge with moderate DCs. But you don't. At 9th
level, the moderate DC is 19, not 17. A 10th level challenge with easy
DCs is, in fact, equivalent to a 6th level challenge.
Similarly,
a 10th level challenge with hard DC 25 is not equivalent to a 12th
level challenge with moderate DCs. It's actually the equivalent of a
20th level skill challenge.
The
"difference" between a 10th level skill challenge and a 12th level
skill challenge actually reveals the complete
absurdity of this "system". That's because there isn't one. The DCs by
Level table on pg. 42 of the DMG assigns the same values to every 3
levels. So levels 10-12 are all grouped together and have the same DCs
for skill checks. Despite the fact that they're identical in every way,
a 10th level skill challenge with complexity 3 only rewards 1500 XP
whereas a 12th level skill challenge with complexity 3 rewards 2100 XP.
This "system" is worse than useless. It's
literally just generating random noise and isn't worth the paper it's
printed on.
(6) I still think there's some real potential in
the basic concept of social
skill challenges.
But the extant system isn't even a stepping stone towards achieving
that: You basically want to throw out everything the DMG has to say
about skill challenges and start over from scratch.
(7) I also discovered some interesting uses for
the basic concept of skill challenges in structuring
cooperative disabling of dynamic traps.
Once again, however, this requires you to scrap everything the DMG has
to say about using traps and skill challenges before rebuilding the
system from scratch.
What it really boils down in the final
analysis is that complex skill checks are a useful mechanic. In other
words, when you have a specific task defined by a concrete goal and a
single method of success -- such as disabling a trap,
disarming a bomb, or playing a game of Chess
-- that is best modeled as a sequence of discrete actions, the basic
formula of X successes before Y failures is a useful way of
representing that mechanically. Even the S-curve probability
distribution works well for these types of scenarios (it becomes a
feature instead of a bug as skill trumps luck in larger and more
complex tasks).
You can even get away with generalizing this to
some extent: For example, you can use this structure to say that you
can disable a magical trap by making Arcana checks, Thievery checks, or
by dealing damage to the structure of the trap. By allowing these
disparate checks to all feed into a single complex skill check, you
facilitate cooperation in a way that's far more dynamic and interesting
than just using the Aid Another action.
But the skill challenge "system" as it's presented
in the DMG? Dissociative, broken, and useless. Don't waste your time.
ERRATA
ADDENDUM
In
response to the general public outcry over the shoddy and unusable
skill challenge mechanics published in the DMG, WotC responded in
mid-July with errata aimed at correcting some of the more egregious
problems with skill challenges. I'm going to take a few moments here to
take a second look at the problems with the skill challenge mechanics
and analyze how they were (or weren't) corrected.
DISSOCIATION:
Nothing was done to correct the heavily dissociated nature of the skill
challenge system.
PROBLEMS
WITH PROBABILITY:
The errata corrected the most egregious and obvious of the probability
problems with skill challenges. Notably, more complex skill challenges
no longer become easier for people with higher skill modifiers.
However, the probability of success still varies radically as you move
away from the baseline values assumed at each level. This means that
min-maxing is heavily rewarded. It also means that, rather than
encouraging the participation of everyone at the gaming table (the
purported design goal of skill challenges), the system instead rewards
the group for figuring out whoever has the highest applicable skill
modifier and then having that character roll all the checks.
(This
means that skill challenges are yet another example of 4th Edition
providing a "solution" to a "problem" which actually ends up making the
problem worse
rather than better. Brilliant.)
This
probability pattern also means that tackling a skill challenge a couple
levels higher than your current level is much more difficult than
tackling a combat encounter a couple levels higher than your current
level (and vice versa).
However, with all that being said, the
emergent probability skews of the system (which result from the
possibility of multiple paths of succcess and the dissociated nature of
the mechanic) still remain.
EXPERIENCE
AWARDS:
They partially fixed their inability to perform simple arithmetic by
removing the XP guidelines based on using Easy vs. Moderate vs. Hard
DCs. Instead, you just vary the level of the challenge to make it
easier or harder. However, this ignores the fact that there remains a
significant difference between a skill challenge which features Easy
DCs for a given level versus a skill challenge which features Hard DCs
for a given level. (Nor are any solid guidelines given for the
proporion of Easy vs. Moderate vs. Hard DCs you should be using.)
They
also fixed the discrepancy where, for example, 10th level and 12th
level skill challenges were statistically identical but had
significantly different rewards by simply limiting skill challenges to
the mid-point of each level range. (So, for you example, you can have
11th level skill challenges, but not 10th or 12th level skill
challenges.)
RAILROADING:
They have removed all of the rules requiring the DM to railroad their
players. This is excellent news, and since I was (AFAIK) the first
person to post these concerns online (both here and at WotC's
messageboards) I feel like I actively contributed to having these
pernicious passages removed from the rules.
SLOPPY
DESIGN:
Skill challenges are essentially one of the core mechanics of 4th
Edition. And they royally screwed them up. I'm glad to see that they're
issuing corrections in a timely fashion, but it doesn't exactly instill
a lot of confidence in me that they so fundamentally screwed up the
most basic balancing of a core mechanic like this. What does their
complete failure here say about any kind of complex interactions in the
system?
CASCADING
EFFECTS:
Because
skill challenges are a core mechanic, they're used extensively
throughout the system. For example, they're a major element in the
design of many traps. Despite this fact, the current errata doesn't
correct the design of these traps to match the revised skill challenge
guidelines.
DESIGN DISCONNECTS:
On June
14th, Mike Mearls stated: "The system went through several
permutations as we worked on it, and I
think there are some disconnects between the final text, our
intentions, and how playtesters and internal designers use skill
challenges."
Clearly.
What
I find interesting is the evidence of this disconnect that we have now
seen strewn around the handful of books WotC has published for 4th
Edition to date. For example, the skill challenges presented in H1: Keep on the Shadowfell
don't match the guidelines found in the DMG nor in the errata. And the
skill challenges in H2: Thunderspire Labyrinth?
They don't match the DMG, the errata, or the skill challenges found in Keep on the Shadowfell.
That means that we have seen literally four
different iterations of the skill challenge mechanics coming out of
WotC.
This is, frankly, bizarre. And it speaks, again,
to the fundamentally (and inexplicably) sloppy design of 4th Edition.
USABILITY:
It should be noted that the errata itself is fairly unusable in its
published form. I know it's standard practice in WotC's errata to
simply include the relevant changes, but in this case the changes are
of a nature which makes neither the rulebook nor the errata usable.
Notably, the revision of the skill challenge
mechanics also included a revision of the Difficulty Class and Damage by
Level
table on pg. 42 of the DMG. For those of you unfamiliar with 4th
Edition, this table is the heart and soul of the system. I don't think
there's been a table so crucial to the playing of D&D since the
hit
tables in AD&D1 were replaced with THAC0. And it's been
rendered
unusable by the errata... which only replicates the three key columns
which have been altered (without the other columns which give the
information in those columns any relevance).
And since they didn't get this problem fixed
before they printed the Dungeon Master's Screen
for 4th Edition... well, that won't fix your problem, either. You'll
need to recreate the table yourself by combining the information from
the DMG and the errata.
Sloppy, sloppy, sloppy.
THE
BOTTOM LINE: For me, the bottom line hasn't changed much.
Skill challenges are still dissociative, (slightly less) broken, and
useless.
To be continued...
|
July 23rd, 2008
THE
END OF THE OOZE LORD
Catherine D. posted a very
insightful comment in response to my playtesting essays that,
indirectly, got me thinking again about the radically different
experience I have with combat in 3rd Edition compared to some of the
descriptions I hear from others online.
For example, I hear that 3rd Edition combat is
static, with characters just standing around and beating on each other
-- but, at my gaming table, there's lots of movement and maneuvering.
Battles will frequently flow from one room into another.
Catherine also noted that, for her, combat tends
to only last a few rounds. In my experience, there's actually a great
deal of variety depending on the style of encounter I'm using. (And
this is a subject I may touch on in a later post.) But long battles --
often lasting twenty or more rounds -- are not unusual in my games.
Similarly, I'll frequently hear people talking
online about how long it takes to resolve a round of combat in 3rd
Edition. This isn't my experience, either. Certainly the longer combats
(twenty rounds or more) will take a good chunk of time to play through,
but the encounters that only last three or four rounds? Mere minutes of
table time.
So, to give some sense of what combat is like in
my campaigns, I've decided to post an excerpt from the journal for my
current campaign. I selected this particular example in response to the
following quote from Catherine's comment:
If the fights all have to be about the same
length, they are
longer
and more engaging. 3.5 said
your actions in combat were role-playing,
but 4.0 seems to actually mean it. Making fights last long enough to
evolve and tell stories was mostly done by fiat and trickery in 3.5; in
4.0, in-combat character choices and battlefield evolution seem to be
the default. |
Because I have had exactly the opposite
experience: In 4th Edition, due to the dissociated nature of the combat
mechanics, roleplaying took a backseat to the mechanical manipulation
of the game rules. In 3rd Edition, however, I will frequently have
roleplaying-intense encounters like the one below.
So this is an example of a lengthy,
roleplaying-intensive encounter. Tomorrow I might post an example of a
highly mobile combat.
THE
SETUP
While exploring a cyclopean subterranean complex,
the party has stumbled into a large complex of caves inhabited by a
clan of goblins. Having befriended the goblins, they discover that the
clan is currently besieged by the "oozed ones" -- goblins of the clan
who have been infected by some sort of parasite which takes control of
their brains and slowly turns them into ooze-like creatures.
With several goblin allies, including a goblin
warrrior by the name of Itarek, they have journeyed deep into the
"caverns of the ooze"...
INTO
THE HALL OF OOZE
• There was
trepidation among those standing at the edge of the sinkhole and
surrounded by rotting fungus, sickly slime, and malformed corpses. Tee,
in particular, harbored deep misgivings. To her the sinkhole was filled
with a horrible foreboding and a sense of nameless doom.
• But when the group decided,
collectively, that there was no other path to follow, she had no
hesitation in leading the way. Agnarr hammered a piton into the rock of
the cavern floor and she quickly tied off one of their ropes.
• Tee worked her way down the rope,
reversing herself in mid-air as she came level with where the
sinkhole opened up into a larger cavern. Peering over the
ceiling’s edge she found herself looking down into a long hall.
• The end of this hall, where the
sinkhole was located, had completely collapsed. In the opposite
direction, two enormous troughs -- each running at least eighty feet
along the length of the hall – were filled to the brim with the
insidious olive slime. Beyond these troughs, the hall ended in a short
flight of stairs and a set of double doors wrought from iron.
• Tee stared into this hall for a long
while, but perceived no motion or threat of danger. When she was
satisfied, she reversed herself again and completed her climb. Looking
up, she motioned for the others to follow.
• Tor was next, and he quickly joined Tee
below. But Dominic, who was to follow, had no confidence in his ability
to manage the long climb. So a crude harness was furnished from another
rope, and Agnarr lowered the priest to the hall below.
THE
WARCASTER
• As Tee was working
to release Dominic from his harness, however, Tor suddenly gave a cry
and drew his sword: The troughs of ooze were beginning to undulate.
• Tee whirled and drew her dragon pistol,
blasting at the surface of the trough to her left. As she did so, the
motions of the ooze became great waves which sickeningly shuddered
their way from one end of the troughs to the other.
• Suddenly, at the far end of one of the
troughs, a figure emerged – crawling its way out of the ooze. Standing
firm and proud, the ooze running in rivulets from his body, was the
warcaster Ursaal. With a sickening laugh he conjured forth a sickly,
greenish web of monstrous proportions – effectively creating a
sanctuary for himself upon the steps at the far end of the chamber.
• Elestra, seeing the commotion below,
leapt instantly for the rope and hurriedly began climbing down. Agnarr
followed her, but neither of them was well-skilled in climbing and they
were making slow progress.
• Meanwhile, below, Ursaal had begun the
casting of a complicated ritual. And new figures were lumbering out of
the ooze troughs – animate slimes that closed quickly with Tee and Tor.
• Tee called out for help. Ranthir,
hearing this, moved close to the edge of the sinkhole and shouted down:
“Agnarr! Let go of the rope!”
• The barbarian, with complete trust in
his heart, instantly released his grip. Ranthir, with a flick of his
wrist, released arcane energies that arrested the barbarian’s fall,
reducing it to that of a feather.
• Within moments, the barbarian alighted
on the floor below. With a great cry – “FOR THE GLORY!” – he drew his
greatsword and placed himself between the nearest ooze and the rapidly
backpedaling Tee.
• The other ooze, meanwhile, was trying
to bullrush Tor into one of the ooze troughs. As Tor neared the trough
the ooze within it welled up in a great wave and sought to smash into
him, but the warrior nimbly side-stepped both attacks, forcing the two
oozes into a compromised position between Tor and Agnarr.
• But no sooner had they contained the
threat of the oozes than Ursaal completed his casting. Four new
creatures appeared from nowhere – blubbery masses of animate flesh with
multiple mouths filled with sharp, spiny teeth.
• These creatures rushed up the hall,
clogging the narrow gaps between the troughs and walls. Tor and Agnarr
were both forced to turn their attention and deal with them.
• Tee, meanwhile, had been trying to
blast Ursaal with her dragon pistol. But now her aim was spoiled as the
warcaster began to unleash blasts of arcane energy down the length of
the hall. Several of these struck Tee in the chest, causing her to
stumble back.
• Elestra finished climbing down the
rope, narrowly ducking under one of the blasts aimed at Tee. She could
see that the disorganized ranks of her companions were being
overwhelmed by the sheer number of opponents.
• Elestra’s communion with the Spirit of
the City had opened to her the ways of the vermin and a knowledge of
the tongues that might be used to control them. She used it now –
sending a high-pierced whistle which brought forth the bats of the
cavern and sent them down upon their foes.
• Unfortunately, this gambit was quickly
reversed upon itself. Ursaal unleashed a magical panic amidst the swarm
of bats, sending the mindless creatures back to fall upon Agnarr and
Tor in a frenzied rage.
• Even more chaos was unleashed only
moments later as goblins began to fall from the sinkhole. Itarek and
his warriors had tried to clamber down the ropes, but they were
apparently completely without experience in such matters. Those who had
managed to cling to the ropes were, nonetheless, knocked free by those
who followed and fell. Two of them were instantly knocked unconscious
by the fall, while the thick bones and skin of Itarek and one of his
warriors managed to keep them conscious.
• But even as things seemed to be coming
completely unhinged, the course of the battle began to turn. The
frenzied bats scattered, sweeping back up the sinkhole while screaming
their outrage. Several of the flesh-like creatures had already been
dispatched by the blades of Tor and Agnarr, and now one of the
ooze-creatures was shuddering its way to death. One of Tee’s blasts
from the dragon pistol caught Ursaal in his shoulder, sending him
stumbling backwards against the wall.
• And even as Ursaal lurched back to his
feet, Ranthir suddenly appeared – having climbed the ropes with a slow,
deliberate calm. Lowering his hand, Ranthir unleashed an arcane blast
of his own, catching Ursaal in the chest and leaving a smoldering ruin
of scorched cloth and flesh.
• With a guttural cry, Ursaal turned and
fled – wrenching open the iron doors, fleeing through them, and
slamming them shut behind.
• With the warcaster gone, the companions
and the goblins quickly surrounded and destroyed the remaining ooze
creature.
THE
TRAGEDY AT THE DOOR
• A sudden hush
filled the long hall – the violence ending almost as quickly as it had
began. But even in this unexpected lull, the threat of danger still
hung thickly over them. The door may have been shut upon Ursaal, but
the warcaster was still an eminent threat.
• They rallied quickly, reviving the
injured goblins and falling into a defensive formation that quickly
moved down the hall. Agnarr, with his flaming sword, hacked through the
webs that Ursaal had left behind him. Once a path had been cleared to
the stairs, he and Tee climbed up to the double doors of iron.
• Tee quickly inspected the doors and
found that no traps had been laid upon them. She fell back into the
middle of the defensive formation at the base of the stairs, leaving
Agnarr alone to place his hand upon the latch and swing one of the
doors open.
• Beyond the doors lay a spacious
hexagonal chamber illuminated by seven strangely illuminated braziers
which were arranged in a ten-foot-diameter circle in the center of the
room. The sickly green stone of the braziers was carved into the shape
of writhing, amorphous tendrils reaching up to support corroded iron
bowls in which sputtered foul-smelling flames.
• These braziers surrounded a strange
idol carved in amorphous, undulating waves. Thick sheets of dripping
algae and slime coated the walls, and dark-green tentacles of the stuff
dangled down from the ceiling like thick, half-congealed ropes. All of
this stuff slithered and writhed – sliding about the place almost as if
it were possessed of life.
• Vision into the room was utterly
obscured by the constantly wavering layers of gelatinous growths, but
shadows could clearly be seen moving within.
• As Tee and Agnarr had worked, Elestra
had whispered to her python viper – instructing it to follow the scent
of Ursaal. So, as Agnarr opened the door, the massive snake slid
between his legs.
• Agnarr moved to follow, but as his arms
touched the dangling tendrils he felt waves of horrible nausea sweep
through his skin and overwhelm his senses. The floor beneath him, too,
seemed to reel at his tread. He lurched backwards, but the tendrils
reached out as if to follow him. With a disgusted sweep of his
greatsword he sliced them away.
• Agnarr stepped forward again, this time
planning to cut a path through the seething chaos of slime and fungus.
But as he did so, the unmistakable chants of an arcanist echoed through
the smoky chamber. Acting on sheer instinct, Agnarr leaped back and
slammed the door shut.
• A moment passed as all of them looked
at each other. But then Elestra, realizing that her beloved pet was now
trapped within the room, gave a sharp cry and leapt forward, shoving
the door open again and crying out for the snake to return to her side.
• This proved immediately disastrous.
More shadowy shapes were now moving within the room, and the cadence of
the spellcasting immediately shifted as the door opened. Only a moment
later, a stinking, yellowish cloud of noxious fumes rushed out of the
darkness and overwhelmed everyone beyond the door. It hung cloyingly in
the air, leaving those trapped within it gagging and retching.
• Simultaneously, more of the fleshy,
befanged creatures rushed between the dangling tentacles of slime.
Agnarr met them with his blade. Tor tried to move up to help him, but
Elestra was blocking his way.
• The goblins, along with Dominic and
Ranthir, fell back from the noxious cloud. But Tee, taking careful and
unerring aim with her dragon pistol, shot between her friends and
caught one of the fleshy creatures in the centers of its mass.
• A voice came out of the darkness,
cutting through Elestra’s shrill shrieks for her python viper and
booming cacophonously through the stone chambers: “You have disturbed a
holy place. I, Morbion, shall wreak the vengeance of Jubilex upon you!”
• It was then that a tall figure strode
into view, mounting the amorphous idol in the center of the room as if
it were a platform or dais. Though goblinesque in feature, Morbion’s
skin was sickly, sweat-slicked, and ashen grey. From his back four
greenish tentacles of slime curled out with sinister intent.
• Morbion lowered one hand and with voice
imperial chanted a single arcane syllable. The sound of it seemed to
grow and echo. At the mere touch of such a sound, the few remaining
cindershards worn by the party shattered into useless crystal.
• Nausea swept over them, but Agnarr kept
enough sense about him to slash out with his greatsword and slay the
last of the fleshy creatures hounding them at the doors. He reached out
to swing the great doors shut and buy them a moment of respite from the
dangerous spells of Morbion, but Elestra, still shouting for her snake,
shoved them open again and stepped inside.
• Morbion lowered a second hand and
uttered a second syllable. The noise of it joined with the first, until
the conjoined sound seemed to physically batter at their bodies. A
terrible ache filled their bones. Blood burst from noses, ears, and
even eyes.
• Tor, staggering from the assault and
already seeing the beginnings of a rout, called for a general retreat
and began falling back toward the ropes leading up through the
sinkhole. Dominic followed him.
• Elestra, on the other hand, seemed
oblivious to both her pain and the chaos unfolding behind her. She just
kept screaming for her python viper to come back.
• Agnarr, unwilling to simply leave
Elestra behind, reached out to grab her and pull her back through the
door. But she shrugged him off.
• Tee, too, hesitated in following Tor’s
command. She pulled the trigger on her dragon pistol, trying to
distract Morbion and perhaps buy Agnarr a few more moments to get
Elestra under control.
• But the slimy tendrils hanging within
the room seemed to sway deliberately into the path of the energy bolt,
deflecting it harmlessly away. Almost simultaneously, Morbion’s arcane
chant again rose to a crescendo – this time unleashing from his hands a
coruscating wave of chaotic, ricocheting energy that smashed into the
area around the doors with a polychromatic fury.
• Tee was battered about as if caught in
a hurricane – the energy seemed to slice into her like razors,
shredding her shirt and raising swelling lines of blood across her face
and hands and arms.
• Elestra staggered under the onslaught,
and Agnarr – although coughing up blood himself – seized the
opportunity to grab her and haul her back through the doors. He tried,
once again, to close them, but Elestra -- crying for her viper --
summoned up her last dregs of strength and threw herself against them.
• If he had been given the chance, Agnarr
might have been able to force the doors shut. But the momentary gap
left open by Elestra’s efforts proved catastrophic: Through it Morbion
unleashed a fireball. Agnarr and Elestra were both caught in the heart
of its fury – they fell without a sound. Tee, near the edge of the
inferno, managed to throw herself to safety… but the goblins who had
been clustered around her did not fare so well. They, like Agnarr and
Elestra, fell where they stood.
THE
BLOODY ROUT
• Morbion descended
from atop the amorphous idol. The four tentacles of slime upon his back
gently pushed back the draping tendrils as he strode imperiously toward
the door.
• Fortunately for them all, Tee’s
reactions were quick: Leaping away from the fireball, she rolled
sinuously to her feet and bounded forward to where the door stood half
ajar. Reaching over Agnarr’s charcoaled flesh, she slammed the door
shut. Simultaneously she reached into her bag of holding and pulled out
a length of rope. This she rapidly looped around the handles of the
door, binding it shut.
• Even as the last loop of rope was drawn
taut, Tee could hear more chanting coming from behind the door. There
was no time. She reached down, grabbed Agnarr’s body by the arm, and
awkwardly dragged it into her bag of holding. Then she did the same
with Elestra.
• As Elestra’s body disappeared into the
sub-dimensional space of the bag, the doors reverberated with an
echoing crash. The hastily bound ropes held, but it was clear they
would not hold for long.
• Tee fell back with a distressed glance
at the bodies of the goblins – including Itarek – that she didn’t have
time to save.
• At the far end of the hall, Tor was
standing sentry at the bottom of the ropes leading up through the
sinkhole. Above him, Dominic and Ranthir were slowly climbing their way
up to the ruined fungal garden. But whether it was their injuries or
their panic or their physical frailty, their progress was slow at best.
• As Tee, stumbling down the length of
the hallway, reached Tor’s side the iron doors behind her were suddenly
burst asunder. Morbion stood there, and at his side another of the
fleshy, fanged creatures crouched.
• The sight or the sound of this shocked
Dominic. The priest lost his grip on the rope and fell, knocking
Ranthir – who was climbing close behind him – off as well. Ranthir fell
awkwardly and was knocked unconscious. Dominic’s fall was cushioned by
Ranthir’s body, but the priest felt his leg twist and with a horrible
burning pain his right knee was wrenched and torn.
• Tee and Tor had barely gotten out of
the way of their falling comrades, and now they looked uncertainly
between Dominic, Morbion, and the ropes above.
• “Go!” Dominic shouted from the floor.
“Get out! Someone has to get out!”
• Tee and Tor grabbed the ropes and began
to climb. But they were too late: Morbion crossed the hall with a
frightening speed and, before they could get out of their reach, Tee
and Tor were ripped from the ropes by Morbion’s tentacles.
• Both of them managed to land on their
feet, but only awkwardly so. And before either of them could do much,
Morbion and his demonic servant had battered them to the edge of death.
As black oblivion claimed them, they knew all hope was lost: Only the
crippled Dominic, among all their company, remained.
DOMINIC’S
LAST HOPE
• While Tee and Tor
had struggled their last, Dominic had pushed the pain from his mind,
hauled himself to his feet, and fought to escape the hopeless melee. He
avoided the horrible, crushing blows of Morbion’s tentacles – but only
by putting himself within the reach of Morbion’s fleshy monstrosity.
The creature’s black-crusted claws raked his arm while its incised
fangs tore gaping wounds in his back.
• The force of the creature’s assault
nearly sent Dominic tumbling into the nearby trough. In response, then
ooze within the trough reared up and slammed into him, sending him
spinning nauseously back down the length of the hall.
• Retching and limping – the pain in his
knee flaring with every step – Dominic stumbled his way back towards
the iron doors. He had not gone far when Morbion – finished, at least
for the moment with Tee and Tor – turned and began to pursue him.
• Morbion’s pace was slow, deliberate…
almost mocking. It was clear that he thought of Dominic as nothing more
than a final plaything – one last victim to be toyed with and then
disposed of with the rest. He knew that there was no escape to be found
beyond the doors.
• But Dominic’s thought was not bent upon
escape. Dominic’s heart was turned to hope.
• And so, as Morbion drew ever closer,
Dominic came to the bodies of the goblins who had served at their side.
He fell to his knees beside the body of Itarek… a body that still rose
and fell with shallow, dying breaths. And he closed his eyes in prayer.
And from his hands flowed the power of his faith.
• Itarek opened his eyes.
THE
TALE OF ITAREK
The fire bathed him and cleansed him and brought
the cairn-dark to his eyes. The bane-doom of his clan had come to rest
upon his shoulders, too. The memories of the caves passed before him,
and he traveled the Long Hall to the Mysteries of the Plain.
But as he journeyed down the Long Hall, he saw before him two figures.
And one had the form of a man with golden skin. And the other was that
of a great snake with silver scales and gossamer wings.
And the figures spoke to him thus, with voices of conjoined chorus:
“Turn back, Itarek Clan-Warrior. This hall is no place for the quick.”
And Itarek answered thus: “But my place is upon the Green Fields of our
Lost Fathers, for I am dead, my liege-lords.” And he fell to his knees
and bowed his head, for they seemed to him now to be great chieftains.
At this the golden-skinned warrior laughed and the silver snake spoke
again, this time its voice seeming no more than a whisper: “How can you
be dead, Itarek Clan-Warrior? For you yet breathe.”
And at the words breath burst in Itarek’s chest and the blood beat
through his veins. The figures seemed to step behind a veil, the Long
Hall faded into shadow, and he opened his eyes once more upon the heart
of the bane-doom.
The heroes of the world above had fallen. Their broken bodies lay
scattered upon the floor. Only the Holy Man of the Forgotten Gods
remained, and Itarek understood now that the strength had been restored
to his limbs and the breath to his body only through the divine grace
that flowed through the faith of this man. And Itarek felt that faith
being born in his own blood. He felt it beating through his own heart.
Now, beyond the Holy Man he saw the bane-bearer Morbion and, at his
side, a demon of corrupted flesh. He saw, too, that the Holy Man
wavered upon the bloody brink of death. His fingers tightened upon his
sword. His legs beat down upon the floor and he rose.
Itarek stepped forward and lowered his sword. “Morbion!” he cried. “I
name you Kinslayer and Clanbane. I utter clan-curse upon you. And in
the name of those you have killed and those you have corrupted, I give
you the challenge of the clan.”
“Do you think me still bound by your mortal law?” Morbion said, and his
voice was cold ash. With a flick of his wrist, the bane-bearer sent his
demon forward – a mavering maw of muscular death.
Itarek thrust forth his sword, and impaled the demon upon it. “Bane you
may be,” he said. “But in your chest still beats a goblin heart.”
And he wrenched free his blade. The demon fell dead at his feet, and in
the eyes of Morbion the flickering flame of anger was kindled. Itarek
saw it. He knew it. And it gave him hope, for now his vain words rang
true in his own ears: Strange and blighted Morbion may have become, but
he was not beyond the ken of blade or the bite of steel.
Morbion came forth and the tentacles of his corruption beat upon
Itarek. But Itarek did not fear them. Behind him, the Holy Man remained
upon his knees and Itarek could hear the murmur of his prayer and could
feel the golden strength of it flowing into his limbs. It knit his
wounds and soothed his pain.
“Bane you may be, but in your chest still beats a goblin heart!” he
cried again. He raised his sword and brought it low. And at its
passing, one of the corrupt tendrils fell free and flew from the back
of Morbion.
Morbion cried in rage: “I have forsaken your ways!”
And Itarek answered with sword and word: “Forsworn you may be, but
oaths there are that must be kept!”
And another tendril fell. And Itarek saw that, like his sword, his
words had found their mark – for Morbion paid no mind to the priest or
his prayers, and all his hate was bent upon Itarek alone.
And for this Itarek was glad, for he was sure that without the prayers
of the priest he would be lost. Fast with blade he might be, but no
speed could match the terrible might of Morbion.
Even then, as if to mock his thought, Morbion bore down upon him and
drove him to the floor. His twin tendrils closed about Itarek’s throat
and he laughed, “Did you think to stop me? Know that the Galchutt shall
awaken! Know that all hope is lost!”
Through the red blackness that blurred his vision, Itarek looked up
with bloodshot eyes. Through bruised and bloodied lips, he smiled.
Through choked voice, he laid his sooth: “In darkness you may be lost,
but the fires of our clan will light your way.”
And the prayers of the Holy Man beat upon him and spurred him. In that
prayer he found his strength.
And now Morbion fell back before him and the anger in his eyes turned
to fear.
“In the fires of our clan, your limbs shall burn, your blood shall
boil, and your soul shall die!” And Itarek thrust his blade deep into
the chest of Morbion.
The Bane-Bearer and Kinslayer and Clanbane fell. And his final breath
was a warning and a curse: “The chaos comes. There is no hope…”
And Itarek turned his eyes from him and looked upon his fallen comrades
and he wept.
A
GAUGING OF WOUNDS
• Dominic had
watched the duel between Itarek and Morbion through a haze of dull pain
and desperation. It was taking all the strength he could muster merely
to keep Itarek on his feet, and he couldn’t understand why Morbion
didn’t simply strike him down and ensure his victory.
• When it was finally over and Itarek
turned to weep over his comrades, Dominic turned to his own friends and
began the rites to heal their broken bodies.
• When it was done, all of them –
Dominic, Agnarr, Ranthir, Tee, Tor, and Elestra – were amazed to find
themselves still alive. It had seemed to all of them that the
catastrophe at the door would be their final folly.
• But although they were alive, they were
far from well. Their bodies were battered, bruised, and burned. Wounds
still oozed fresh blood through crude bandages. Dominic had expended
nearly all of their healing resources, and there were still the goblins
to be healed.
• An argument broke out at this. Elestra
simply dismissed the goblins as a concern – they had decided that other
grievously injured goblins were beyond the point that they could or
should be saved, and these were no different. Tee agreed with her –
without healing magic they might find it difficult or impossible to
escape back to the safety of the clan caverns.
• But Agnarr was adamant: If they had the
ability to save the goblins, then the goblins must be saved. “Without
them we would be dead.” He pointed to Itarek. “Without him we would all
be dead.”
• Dominic nodded his agreement and
brooked any further argument by simply setting to work. Within a few
minutes, the goblins – much like the rest of them – were bloodied but
breathing.
• Agnarr turned his attention to
Morbion’s corpse. The ooze lord had worn many fine garments and carried
much in the way of useful-looking equipment. Agnarr gathered these
things together, and then dumped the corpse back through the iron
doors. When he was done, he bound a fresh rope around the handles of
the door.
• Tee, meanwhile, had begun firing her
dragon pistol repeatedly into the ooze troughs. The blasts of energy
seemed effective in annihilating the sickly substance and she was
intent on destroying it completely.
• Tee halted her efforts, however, when
she saw Elestra heading towards the iron doors at the far end of the
hall. “Where are you going?”
• “My snake is still back there,” Elestra
said. “I’m going to get him.”
• “No you’re not,” Tee said.
• Another argument broke out: Elestra
was, once again, insisting that they go after her snake.
• But Tee was as adamant on this issue as
Agnarr had been on the last: “The warcaster is still back there
somewhere. We don’t know what else might be waiting for us. We’re only
one step away from death and we have no healing magic if anything goes
wrong. We’re not going through those doors – we’re not even going to
try to climb those ropes – until we’ve had a chance to rest and a
chance to heal.”
• When it became clear to Elestra that
none of them were going to let her through the doors, she relented. And
so it was decided that they would wait here, at least until morning.
• Tee went back to blasting the ooze
troughs.
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