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The riddle of running riddles is a riddle you can’t unriddle by rolling a riddle roll. (Say that three times fast!) USA Today Bestselling Author and ENnie Award-winning RPG designer Justin Alexander unravels the trick for having player character solve puzzles and conundrums at the gaming table by way of the Paul Czege Principle and Gandalf the Grey.

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Dragon in the Blue Night Sea - warmtail

Go to Table of Contents

To clearly see how the PCs can rescue Hekaton, we need a few key insights.

First, finding Hekaton is not the end of the campaign. For the reasons we’ve previously discussed, and which we’ll take an in-depth look at in Part 5, Hekaton’s disappearance is not the reason the Ordning is broken, nor will returning him to power restore the Ordning. Therefore, saving Hekaton will not end the campaign.

Importantly, this also means that solving Hekaton’s disappearance doesn’t need to be positioned as the end of the campaign: We don’t need to stop the PCs from “prematurely” solving the mystery and ending the campaign early, which will conveniently make it much easier for us to design a robust scenario for solving it.

So if we shouldn’t think of this as the end of the campaign, how should we think about it? Basically, on par with the other giant factions. “Solving the problem of the storm giants” will likely require a different solution than “solving the problem of the hill giants,” but it slots into the same “there’s something wrong with the giants and it needs to be fixed” structure.

Second, the PCs are not assigned to find Hekaton. Or, at least, they don’t need to be. Maybe they journey to Maelstrom, find a way to befriend Serissa, and she asks of them a boon to prove that not all small-folk are treacherous. Or maybe they’ll end up working for a faction and you could have them order the PCs to rescue Hekaton.

It’s more likely, however, that the PCs will simply discover that Hekaton is missing and then decide to deal with that situation themselves. Or they’ll report it to someone and the response is for that person or faction to ask them to look into it further. Either way, the impetus of action is flowing from the players.

Third, it’s the investigation of the Kraken Society that reveals the plot to kidnap Hekaton, rather than an investigation into Hekaton’s disappearance that reveals the Society. This will probably make more sense as we dive into the specific structure of the remixed investigation, but the key insight is that if the storm giants had been able to find any good leads at the crime scene, then they would already be pursuing those leads, not sitting around for months until a random group of small-folk showed up at their doorstep.

Therefore, logically, if you start from, “Hekaton is missing! How do we find him?” there aren’t any good leads.

The reason the PCs can be the ones to solve this is because, structurally, they approach the problem from a completely different direction.

THE BASIC PLAN

The Kraken Society addendum of the Remix provides a full breakdown of the organization. We’re going to break that organization into separate nodes, and then we’re going to classify those nodes as being either Involved (in the Hekaton conspiracy), Uninvolved, or Distant (and, therefore, unlikely to be encountered by the PCs).

INVOLVED

  • Waterdeep – Skum Lord
  • Neverwinter – Reefkin
  • Yartar – Lord Drylund

UNINVOLVED

  • Luskan
  • Thornhold
  • Dessarin Valley – Ghald & Unferth

DISTANT

  • Caer Westphal (in the Moonshae Isles)
  • Purple Rocks
  • Ascarle

For the moment, let’s discard the Distant nodes. The remaining nodes, whether Involved or Uninvolved, can all be encountered by the PCs during the Phase 3 pointcrawl. Any one of these, when encountered, therefore becomes the PCs’ entry point into the Kraken Society investigation.

In each Uninvolved node, include clues pointing to:

  • One or more Involved nodes.
  • One or more Uninvolved nodes.

In each Involved node, include clues pointing to:

  • Optional: One or more Uninvolved nodes.
  • The other two Involved nodes.
  • The Morkoth and how the PCs can locate it. (See below.)

And we’re done. The PCs can encounter one or more Kraken Society nodes while traveling across the Sword Coast and/or Savage Frontier, then follow the clues they find until they reach Hekaton. (Potentially unraveling krakenar operations as they go.)

THE LUSKAN AGENDA

To include Luskan on the list of Kraken Society nodes above, we’re presuming that there’s some fresh operation afoot there to reestablish the Society’s presence in the City of Sails.

It’s possible that this operation was under the command of Tholtz Daggerdark (SKT, p. 221), who we might characterize as a member of the Arcane Brotherhood. Daggerdark is now the captain of the Morkoth… perhaps the ship was built in the shipyards of Luskan? And the Kraken Society’s current scheme might have something to do with those shipyards, too?

FINDING THE MORKOTH

The basic concept here is that the Morkoth is sailing aimlessly through the Trackless Sea in the vicinity of the Purple Rocks, loaded up with wards that will prevent divination spells from revealing its location or the location of anyone or anything onboard.

This scenario is fundamentally sound, but it obviously means that the PCs need to (a) learn that Hekaton is onboard the Morkoth and (b) figure how to actually locate the Morkoth.

In the book, there’s one method for doing this: Drylund tells the PCs that the Morkoth is in the Trackless Sea and then the PCs just sail around randomly hoping they bump into it.

This option is not particularly compelling, and since it feels pretty hopeless unless you know that The Plot™ is going to deliver you to the ship, you may end up in a situation where the players just won’t go to the Trackless Sea because they’ll be convinced they need more information before they can succeed.

With that being said, keeping “we know the ship is somewhere in the Trackless Sea, so let’s just sail around and see if we can spot it” as a backstop option isn’t a bad idea. Fortunately, there are also some other options we could use:

  • The PCs discover navigational charts indicating where the Morkoth will be so that they can intercept it. The most logical reason for these charts existing is that someone in the Kraken Society has a reason for periodically intercepting the Morkoth; e.g., to deliver fresh supplies.
  • Alternatively, the PCs discover a beacon designed specifically to pierce the wards around the Morkoth and allow a ship to find it. (Probably for similar reasons to the navigational charts. Or perhaps the ritual which wards the Morkoth even from divine eyes actually requires the creation of the item as a lynchpin for the spell.)
  • The PCs access the kraken’s lighthouse. This powerful psionic artifact is attuned to kraken’s compasses, which are carried by ships and undersea agents loyal to Slarkethrel. The system allows for hyper-accurate navigation, but also allows those in control of the lighthouse to keep an eye on everyone using the system. The Morkoth is using a kraken’s compass to avoid other ships in the region, and it’s a key weakness in its wards.
  • There’s a permanent teleportation circle onboard the Morkoth. If the PCs can learn the sigil sequence for this circle, they can teleport straight to the ship.

You can pick whichever one of these sounds most compelling to you, and have the clues in the Involved nodes point to it.

Alternatively, they could ALL be true, with each Involved node having one of them as an option. There is a point, though, where a superfluity of options will make the Kraken Society feel childishly incompetent in their efforts to secure the Morkoth, which will also cheapen the players’ sense of accomplishing in conquering it.

So what I would recommend is picking the one you like best, putting it at Purple Rocks (so that the PCs have to go into the heart of the creepy krakenar cult), and then putting clues in all of the Involved nodes pointing to Purple Rocks.

With this done, you’ll have woven all of the Kraken Society nodes together, collectively pointed them through the Three Clue Rule at the Morkoth, and created multiple entry points the PCs can use to enter this knot of nodes and begin exploring them.

You’re good to go.

Go to Part 4C: Expanding the Path

A Young Teenager Driven Mad by Books - Racool_studio

Player: So in Dweredell the Guild is like a local trade organization, right?

GM: That’s right. It’s ruled by a large number of powerful merchant families and its official function is to maintain commercial standards and regulate all matters of craft or trade. But in practice it’s more like a protection racket.

Player: Great! Can you tell me every single member of the Guild and also their immediate heirs?

GM: Uh…

As a GM, it’s actually kind of surprising how often you’ll run into questions like this. In the real world this is the sort of encyclopedic data that you could pull up with a five-second search on the internet. But the game world, of course, does not actually exist, and there’s no quicker way to strip back the veneer and reveal that harsh reality than saying something like, “Tell me the names of everyone who lives on Albert Street!”

On the one hand, it’s a lovely vote of confidence: The players are so impressed by the verisimilitude and depth of your game, that they just naturally assume that the answers to these sorts of questions actually exist!

But however flattering that may be, it doesn’t really change the fact that it leaves you staring out into the vast void of the unknown that they’ve invoked, wondering how it could possibly be filled.

Other examples I’ve encountered include stuff like:

  • Can you name every Imperial church and chapel in the city?
  • Can we get a list of every front page headline from the Gazette for the month of March 1929?
  • Before we question [fictional author], can I get a list of every single book she’s written?
  • I’m going to go through the warehouse and check the label on every crate. What do they say?

Of course, sometimes you actually will have a list of every Imperial church and chapel in the city. Those moments — as you reach out, grab the information the players are asking for, and present it with a flourish — are, of course, delightful.

But it’s far more typical, of course, for you to have NOT prepped a label for every crate in the warehouse.

And staring into that void, it’s easy to become trapped in it: Maybe you try to improvise your way through it. Maybe you burble some inanities and then stammer to a halt. Maybe you bring the session to a slamming stop as you spend five or ten minutes brainstorming a bibliography for the fictional author.

Sometimes you’ll want to slam the door shut on the void, even if it doesn’t make any sense: “The identities of the Guild families are a secret!” you’ll cry. Or perhaps, “The crates are all labeled in an unbreakable code!”

Stalling for time is another option, particularly if Google, Bing, and their equivalents don’t exist in your campaign setting: “How are you going to find that information?” (The only drawback here is that the stalling tactic is often limited in its effectiveness and frequently rather boring to actually play through.)

What I usually find effective in resolving this kind of research fishing expedition, however, is a much simpler technique:

“What are you looking for?”

The players have made a very large ask and you’ve become fixated on the impossible scope of it. In actual practice, though, the players are actually interested in some very specific thing related to an unspoken plan they haven’t shared with you yet. (For example, they want to know some details about the author’s work so that they can pose as fans when they talk to her. Or they’re searching the Gazette specifically for any reports of odd occurrences in the Ravenswood neighborhood.)

If you can get them to tell you what they’re really looking for and/or what they’re hoping to do with it, then getting the information they want it or creating it or giving them an alternative option or whatever else makes the most sense is often A LOT easier than improvising entire history textbooks or Yellow Pages listings for a fictional setting.

In many ways, this is another invocation of a general principle we first explored in Random GM Tips: Are You Sure You Want To Do That?:

If you don’t understand what the players are trying to achieve with a given action, find out before adjudicating the action.

DISCUSSING
In the Shadow of the Spire – Session 36B: The Madness of Mahdoth

But this time their conversation returned to the strange, obsidian box that Ranthir had found in his rooms upon awaking for the first time at the Ghostly Minstrel.

“I really want to know what’s in there,” Tee said.

“Maybe it’s a magic box. Maybe our memories are trapped inside,” Ranthir said, only half-joking. “We just open the box and we get our memories back.”

But wishing the box open wouldn’t make it happen…

… unless they’d been over-looking the solution.

“What about the key from Pythoness House?” Tor asked. “The one that can open any lock?”

In Night of Dissolution, the published adventure mini-campaign by Monte Cook that I’m using for part of In the Shadow of the Spire, everything kicks off when the PCs fight a couple ogres and end up with a treasure chest they can’t open. Due to some strong warding, they’re meant to conclude that the only way to open the chest is by obtaining Neveran’s all-key, a powerful magical device that (a) can open any door and (b) was last seen in Pythoness House.

This hooks the PCs and send them to Pythoness House, where they eventually obtain the all-key and open the chest (which contains some miscellaneous magic items).

For a published scenario, this is a pretty good scenario hook. But published scenarios, of course, are extremely limited in the types of scenario hooks they can use: The writer doesn’t know who your PCs are and they don’t know what’s going on in your campaign, so they can obviously only present broad, generic hooks.

(I talk about this more in my video on Better Scenario Hooks.)

In the case of this specific hook, it means that:

  • The ogres are basically just a random encounter.
  • The hook to the all-key is a little weak. (The PCs are just supposed to make a Knowledge check to remember that the all-key exists and that it might help them.)
  • The stuff inside the chest are just generic magic items.

The all-key itself is, notably, also just a McGuffin: Its function is to get the PCs to Pythoness House, where they’ll start getting wrapped up in the lore and machinations of the chaos cults that will drive the rest of Night of Dissolution, but it remains largely irrelevant to any of those events (except insofar as the PCs might make use of it, of course).

A generic hook like this in a published adventure isn’t really a flaw. (It’s not as if Monte Cook can magically divine what will be happening in your campaign.) But, as a GM, you should definitely view them as an opportunity.

And what makes the hook from Night of Dissolution pretty good, as I mentioned, is that Cook has seeded it with a bunch of juicy elements that you can easily leverage.

  • The ogres carrying the chest: Where did they get it? Who are they delivering it to? Where do the PCs encounter them, exactly?
  • Of course, the ogres aren’t required: A chest that cannot be opened. You could find that almost anywhere.
  • And what’s in the chest? You can swap out the generic magic items for almost anything that the PCs might want or need.

Think about whatever campaign you’re running right now (whether it’s a D&D campaign or not): What could you put into a box the PCs can’t open that would be vitally important to them? Or, alternatively, who could the box belong to that would make finding it feel likely a completely natural and organic part of your game?

In my case, I knew that I was going to use Night of Dissolution as part of Act II in my campaign even before the campaign began. (We’ve previously discussed how the triggers for Act II were set up.) This meant that I could not only weave the box and all-key into the ongoing events of the campaign, I could also weave it into the PCs’ backgrounds during character creation.

In this case, this just meant that the PCs started the campaign with the box they couldn’t open, presenting an immediate enigma that was tied into the larger mystery of their amnesia.

The contents of the box were, of course, further keyed to that mystery and are, in fact, laying the groundwork for triggers much later in the campaign, too. (No spoilers here! You’ll just have to wait and find out like my players!)

The other thing I wanted to work on was the link from “box you can’t open” to the all-key: A simple skill check felt unsatisfying, and hoping that a player would spontaneously think, “Hey! Let’s do some research into magic items that could help us open this box!” wasn’t exactly reliable.

But I could make it reliable by just scripting it into their amnesia: During their period of lost time, they had done exactly that research, found the answer, and then hired Shim to locate the all-key, setting in motion the chain of events that would have Shim unexpectedly arrive and deliver the information to them.

(It was also possible, of course, that they actually could think to do research and ironically retrace the steps I had scripted for their former selves: That might have led to Pythoness House by a completely different path. Or it might have led them straight back to Shim again. Either way… mission accomplished!)

And that’s all it really took to take a generic McGuffin and integrate deeply into the fabric of the campaign.

Campaign Journal: Session 36CRunning the Campaign: Group Chemistry
In the Shadow of the Spire: Index

Ptolus - In the Shadow of the Spire
IN THE SHADOW OF THE SPIRE

SESSION 36B: THE MADNESS OF MAHDOTH

January 24th, 2009
The 19th Day of Kadal in the 790th Year of the Seyrunian Dynasty

Beholder © Wizards of the Coast

Leaving Castle Shard, they headed down into South Market. There they found Mahdoth’s Asylum – a small, rather nondescript building on Childseye Street.

They were greeted in the small, rather dingy offices of the asylum by a plain-faced, brown-haired man who introduced himself as Danneth Sonnell.

“Ah… I believe you sent me a letter, sir,” Ranthir said with a slight smile.

“And you are, sir?”

“Master Ranthir.”

“Ah, of course. Yes. I am glad that you have come.”

Danneth led them down a back stair into a basement of remarkable size. Not only its scope, but the stonework of its construction was quite out of keeping with the plain wooden construction above. (It had almost certainly been repurposed from some older structure.) They were taken through several rooms and then into a long hall lined with iron-doored cells.

Halfway down this hall a figure suddenly threw himself against the bars of the nearest door: “Please! Get them out of here! Get them out! They’re driving me mad!”

Danneth quickly crossed to the door and shut the outer shutter, but not before they had recognized the prisoner as the dwarf who had been summoning fell creatures during Tavan Zith’s escapade through Oldtown.

At the end of the hall they turned into another, similarly lined with cells. Danneth led them to one of the doors along this hall, removed a large ring of keys from his belt, and unlocked it.

“What exactly do you want us to do?” Tee asked.

“I honestly don’t know,” Danneth said. “When he is not asking for Master Ranthir he simply raves.”

“What’s his name?”

“Tabaen Farsong, an elf of House Erthuo.”

They exchanged glances and shrugs. None of them recognized the name.

Danneth opened the door. Crouched against the far side of the cell, feebly pawing at the wall and murmuring inarticulately under his breath, was a scrawny figure dressed in shabby clothes. As the inmate looked up they saw that it was another of Tavan Zith’s victims: The elf who had been driven mad during the ordeal.

Tabaen’s eyes seemed drawn to Ranthir’s, locking his gaze upon the mage. He said in a desperate, sibilant whisper: “A key. A noble key. You know the door. The key is the hand which will open the door. You have to get it. You have to get in to keep them out. A key which is a hand and a staff which is a knife. Many dangers. So many evils!”

The words poured out of his mouth, but as soon as they were done the elf’s eyes emptied of thought and he sank back against the wall.

Danneth rushed to his side and quickly examined him. “There’s no response.”

“He’s comatose?” Dominic asked.

Danneth nodded.

“I’m sorry,” Ranthir said, sincerely abashed.

Danneth shook his head. “I don’t know. This might be for the best. At least his mind is at rest.”

“They’re here master!”

The sudden cry had come from the far end of the hall. Looking that way they saw a dark-haired halfling peering around the corner.

There was a moment of puzzlement and then, floating into view from around the corner, came a beholder.

“What’s happening here?” The beholder’s voice was gruff and impatient. “Who are you? What are you doing here?”

“We were summoned,” Tee said brashly. “Who are you?”

“My name is Mahdoth. This is my asylum. You are not welcome here.”

Danneth emerged from the cell.

“Master, I—“

“I told you that there were to be no visitors here.”

Danneth fell silent.

Mahdoth turned to the rest of them. “Leave. Now.”

Tee walked up to him. “You’re being very rude. We were asked to be here.”

Mahdoth glowered down at her with his large eye. “Danneth should not have brought you here.”

“That’s between you and him.”

“Zairic, show them out.”

The obsequious halfling scuttled forward and escorted them out of the complex. As they walked down the street away from Mahdoth’s, they chatted briefly about the encounter.

“Do you think he was hiding something?” Ranthir asked.

“I’m sure of it,” Tee said. “On one of his eye-stalks he was wearing a bone ring.”

THE ALL-KEY AND THE CODEX

When they returned to the mansion on Nibeck Street, they found Elestra waiting for them. they ran through the now familiar checklist of unanswered questions and tasks left uncompleted. But this time their conversation returned to the strange, obsidian box that Ranthir had found in his rooms upon awaking for the first time at the Ghostly Minstrel.

“I really want to know what’s in there,” Tee said.

“Maybe it’s a magic box. Maybe our memories are trapped inside,” Ranthir said, only half-joking. “We just open the box and we get our memories back.”

But wishing the box open wouldn’t make it happen…

… unless they’d been over-looking the solution.

“What about the key from Pythoness House?” Tor asked. “The one that can open any lock?”

“Would that work?” Tee asked. “There were no moving parts in the lock.”

Ranthir shrugged. “I don’t know. It might.”

And so, quite unexpectedly, they turned towards the Hammersong Vaults. There Tee removed the golden key from her lockbox (immediately feeling the heavy weight of its soul-wearying effect) and Ranthir retrieved the obsidian box from his. They returned with both of them to the Banewarrens and rendezvoused with Elestra. They quickly explained their plan to her.

“That might be why we were looking for they key in the first place!” Elestra exclaimed.

“Here goes nothing,” Tee said. She slipped the key into the feature-less lock of the obsidian box.

It turned effortlessly.

Tee felt the strength of her soul pulled through the key and into the lock. In the same instant, a thin sliver of light spread along the box’s impenetrable seam. A moment later the lid popped open with a burst of stale air.

FLASHBACKS

In that moment, Tee found her vision turned inward: There was an echoing, thundering crash… and she found herself stepping through a wall of broken stone and shattered shards of adamantine. Beyond it, in a small vault of sorts, there stood only two columns of stone. And atop each column was a solid block of obsidian, gleaming with a faint iridescence. And a voice spoke: “At last! The secrets of the Stonemages!”

Ranthir found himself sitting in an inn’s common room, hunched over a table. A fire roared a few feet away. He was speaking to an older man, with white hair and a well-trimmed beard. “I’ve found it. It’s being carried by a northern barbarian and an elven girl.”

Dominic and Elestra once again found themselves standing before the door of shadows upon the cliff-wall of the Northern Pass.

And, Agnarr, too found his thoughts cast back to the interior of a black coach. Tee was sitting there, fingering her necklace thoughtfully while gazing out over the landscape of green hills rolling past the carriage window.

WITHIN THE BROKEN BOX

The visions – as vivid as they were – lasted for only a moment and then they found themselves once more huddled around the box.

Lying within the box there was a small codex with pages of thick vellum and covers of banded, blackened adamantine.

With an air of exhaustion, Tee pulled the key out of the box. Ranthir eagerly scooped up the book. As he flipped through the book (discovering it to be written entirely in dwarven), Agnarr was playing with the lid of the box – opening and closing it, only to find that it could not be resealed.

None among them were familiar with dwarven characters, but Ranthir was hardly going to let that stand in their way now: With a wave of his hand he began to translate the text…

CODEX OF THE SHARD

(written in Dwarven)

A study of the Great Crystal, recovered from the ruins of Ibbok Turren in the 943rd Year of the Great Thane.

These are the first words in a small codex with pages of thick vellum and covers of banded, blackened adamantine. The rest of the book is dedicated to a meticulous study of a small crystalline jewel. It is written in several distinct hands.

The jewel registers with an overwhelming magical aura, thwarting more mundane efforts at identifying its properties… while simultaneously deepening the evident curiosity of the writers.

  • Various efforts aimed at creating “elemental sympathies”, “energetic repercussions”, and “lesser effect echoes” meet with failure. But dozens of pages are dedicated to each experiment.
  • The experimenters then turn their attentions to divination magicks. These meet with unexpected reactions. Weaker divination spells seem more powerful in the presence of the crystal, but reveal nothing of the crystal itself – the term “reflection” is often used to describe the failure, although even the writer seems hazy on what exactly that means.
  • When more powerful divination spells are attempted, the casters are apparently driven mad. Despite this, the effort is attempted three times.
  • The third caster is referred to by name: Sulaemesh. Like the others Sulaemesh is driven mad, but apparently his madness takes the form of scrawling or screaming the same phrases over and over again: “The Tower of the Dragon. The Lake of Silt and Ash. The City Fractured. The Stone Broken. The Net of Black Iron. The End of All Dreams.”
  • At this point, it appears that the writers stop studying the crystal directly and focus their attention on trying to decipher the Vision of Sulaemesh. Many elaborate theories are concocted, but it is clear that they are mostly leading to frustration.

A period of several years appears to pass with little or no activity in the Codex. Then there is a new entry in a fresh hand, beginning with:

The crystal matches, in all respects, the properties of the dreaming shard.

The next several pages are a collation of research apparently drawn from several different sources. The dreaming shard is one small sliver of a much larger artifact known as the Dreaming Stone. The Dreaming Stone is described as “the source of all dreams” and “the resonance of the Dreaming”, among other descriptive titles.

The tone of the next several entries is one of excited discovery. But then things take a darker turn: There is a reference to “an area of great concern” and then several pages have been ripped out of the Codex. Other pages have been completely blotted out, leaving only vague references to a “Great Crypt” and “—if the shard were to awaken—“

The last few pages of the Codex are intact. They describe the design of an impenetrable box, which the writers hope will “seal both the shard and its dangerous knowledge from the waiting world”. Two boxes are created – one for the shard and one for the Codex.

Running the Campaign: Secrets of the All-KeyCampaign Journal: Session 36C
In the Shadow of the Spire: Index

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