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February 28th, 2024

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SPOILERS FOR DRAGON HEIST

Matu67 asks:

I’m running Waterdeep: Dragon Heist (Alexandrian remix), and I’m wondering: How do you improvise sources of information?

For example, a faction knows that character X did Y, but the DM hasn’t written down the reason why the faction knows this. When the players ask the faction, “How did you come across this piece of info?”, what do I say as the DM?

In Dragon Heist, for example, the Cassalanters know that Dalakhar was carrying the Stone of Golorr, and the DM is encouraged to give this information to the PCs if the PCs ally with them. Then the PCs ask, “Hey, Cassalanters, how do you know that?” And then I freeze up.

We can start here by getting down to the most basic ontology of the question:

How do we know things?

In this case, how does a faction in an RPG scenario — like the Cassalanters — know stuff? Where does that information come from?

Well, broadly speaking, they will have agents. (In an espionage campaign like Dragon Heist these might be literal secret agents, but generally we just mean anyone who’s a member of the faction or working with the faction.) For a faction to “know” something, it means that these agents will have either witnessed it directly or they’ll have learned the information from someone who did.

For example, “How do you know the Potenska Apocrypha can be found in the Ebon Library?”

Either someone saw the book in the Ebon Library themselves, or they’ve spoken to a scholar / read a reference to the Apocrypha in another book / cast a commune spell and been informed by the gods that the book is there.

To forge that connection, start with; Who definitely knows about the thing you’re trying to source?

For example, who knows that Dalakhar has the Stone of Golorr? Well, Dalakhar, obviously. But also, since he stole the Stone from Xanathar, members of Xanathar’s gang would know.

Who knows that the Potenska Papers are in the Ebon Library? Well… librarians, right? And probably other scholars who have seen it there? (To this general list, you could potentially also add any specific NPCs who you know have visited the Ebon Library.)

At this point, you have two options for creating the data trail.

First: If it’s possible the agents could have directly witnessed the information, then problem solved. You’re done. (e.g., “When I visited the Ebon Library, I saw the Potenska Papers in their collection.”)

You can flesh this out by providing an explanation for why they were there. (e.g., “When I was at the Ebon Library researching a summoning ritual for Demogorgon, I saw the Potenska Papers in their collection.”) The great thing is that, in an espionage scenario, you can almost always default to “…because they were spying on them” as the explanation. (e.g., “Our spy in Xanathar’s hideout was there because they were spying on Xanathar.”)

Second: If agents couldn’t have directly witnessed the information, then you just need to connect the agents to the people who do.

In some cases, it will be easier – or more fun! – if you imagine this happening in multiple steps. (For example, X talked to Y and the conversation was overheard by Z. Or the Iranian Ministry of Intelligence intercepted communication between a US Senator and the Lytekkas Corporation, which was scooped up from a vulnerable server during a Mossad operation, and we grabbed it from them because we’ve got a worm installed in their Tel Aviv data center.)

But you don’t usually need to over-complicate it. A single step is usually more than enough.

For example, “We have an informant in Xanathar’s gang, and he was sent out as part of a team to find Dalakhar and retrieve the Stone.” Or, “One of our agents intercepted written orders that were sent to Xanatharian agents to be on the look out for Dalakhar and to retrieve the Stone he carried.” Or, “I hired a Sage of Orthoria to research the Potenska Papers, and they found a reference to a copy that was given to the Ebon Library.”

If the players want to dig even deeper – e.g., “Who is this agent?” – an espionage campaign usually gives you the luxury of waving them off. (“Their identity is confidential. I’m sure you can understand that revealing it could potentially put them in danger.”)  On the other hand, there’s often no harm in satisfying their curiosity: If you know who the agent is, great If not, then it’s time to reach for your list of NPC names and spin somebody up.

This may also be a good point to figure out why the players are so insistent about digging into this data trail. (This is a slightly hidden case of making sure you know the intention of an action before resolving the action.) For example, maybe they want to question the Cassalanters’ informant; or maybe they just want to make sure they don’t accidentally kill them when they raid Xanathar’s hideout. Maybe the reason they want access to the original Tel Aviv intercept is because they want to run a data analysis and see if they can identify the location of the IP address the message was originally sent from.

Once you know what they’re actually looking for, it becomes a lot easier to aim your improv.

The way to do this, of course, is to simply ask them!

You might be able to do that in character – for example, the Cassalanters ask them why it’s so important for them to know the identity of their informant. But, as the GM, you can also just ask the players directly what their goal is.

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Standing Brave on the Summit - 1STunningART

DISCUSSING
In the Shadow of the Spire – Session 35A: Birds of Black Feather

Once they had emerged from the sewers, they sold the unclaimed items in various shops across Midtown and the North Market. Then they headed to the Cathedral and received divine healing, mystically purging their poison-wracked bodies. They also took the opportunity to stock up on a variety of portable curatives so that they would be able to deal with poison on site in the future. (“This probably won’t be the last time we’ll be dealing with the Brotherhood of Venom.”)

They had completed these tasks as a matter of urgency and necessity, but now that the dinner hour was approaching, they realized they were still variously caked with sewer sludge, crusted blood, and other various foulnesses. And so they headed toward the bathhouse on Tavern Row.

I’ve previously discussed expedition-based play, but the quick version is that:

  1. The party gathers resources in order to…
  2. Venture forth in pursuit of a goal, during which…
  3. They will attempt to use their resources to best effect in order maximize the progress and/or payoff of their expedition.

The resources in question might be either practical supplies (e.g., rations or gasoline) or mechanical benefits (e.g., hit points and spell slots). The goal might be either specific (e.g., root out of the cultists) or general (e.g, loot as much treasure as possible).

The fun of expedition-based play comes from the challenge of maximizing the return on your investment. At some point, though, you’ll burn through your resources and be forced to return to your home base so that you can gather fresh resources for the next expedition.

This dynamic, however, can lead to expedition-based play being characterized as the PCs always losing and needing to run away with their tails tucked between their legs. When it’s perceived in this way, of course, expedition-based play can seem incredibly frustrating: “We failed again!”

As we can see at the end of the last session and the beginning of this one, however, the real secret to expedition-based play is figuring out when to beat a jubilant strategic withdrawal just BEFORE you hit the challenge that depletes your resources and leaves you fleeing in abject desperation. In fact, finding that moment of jubilant withdrawal is one of the great joys of dungeon exploration: You have fought the good fight. You have reaped your rewards. You have laid the groundwork for the even greater success of your next expedition!

That is, without a doubt, a triumph, and must be seen as such.

You won’t always find that perfect moment, of course. That’s OK. If there weren’t setbacks, the victories wouldn’t taste as sweet.

Finding the perfect moment, of course, is a matter of experience. And, honestly, I find it to be as much art as science.

Some may believe that they can outthink the problem by simply leaving long before their supplies run out. “If we never put ourselves at risk, then we can never fail!” goes the logic.

Such an overabundance of caution, however, is really just a different kind of failure. If nothing else, it’s a failure to realize your potential. On a more practical level, overly frequent retreats can be particularly devastating – ranging from the frustrating to the disastrous – if the GM is running a dynamic dungeon that responds to the PCs’ actions. In those circumstances, the overly-cautious group may find it incredibly difficult to make any real progress towards their goals, instead finding themselves fighting over the same dungeon rooms again and again and again, like some sort of subterranean reenactment of World War I trench warfare.

But when you find the sweet spot! That’s a glorious moment! You leave your foes broken behind you and emerge back into the warmth of the sun, looking around the table to see the grinning faces of your fellow adventures. And then you count your coins and gems, marvel at your new magic items, and tally your experience points.

You have reached the top of one pinnacle, and now it is time to prepare for the next!

Campaign Journal: Session 35BRunning the Campaign: Weaving the Background
In the Shadow of the Spire: Index

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

SESSION 35A: BIRDS OF A BLACK FEATHER

January 18th, 2009
The 18th Day of Kadal in the 790th Year of the Seyrunian Dynasty

Black Feather

Once they had reached a position of relative safety (i.e., far away from the chaos temple), Ranthir magically attuned his vision. Looking over the items they had looted from the cultists, he saw several arcane auras. These items, combined with the various coins and gems, constituted a small fortune.

“They were well equipped,” Tor said.

One of the items, in particular, held particular interest for the fighter: Gavele’s preternatural speed was explained by the enchanted boots she wore. Tor, who had struggled to keep up with the long, powerful strides of Agnarr’s barbarian-bred legs, claimed both these and a shirt of finely crafted and mage-touched chain.

Once they had emerged from the sewers, they sold the unclaimed items in various shops across Midtown and the North Market. Then they headed to the Cathedral and received divine healing, mystically purging their poison-wracked bodies. They also took the opportunity to stock up on a variety of portable curatives so that they would be able to deal with poison on site in the future. (“This probably won’t be the last time we’ll be dealing with the Brotherhood of Venom.”)

They had completed these chores as a matter of urgency and necessity, but now that the dinner hour was approaching, they realized they were still variously caked with sewer sludge, crusted blood, and other various foulnesses. And so they headed toward the bathhouse on Tavern Row.

BIRDS OF A BLACK FEATHER

When they arrived at the Row Bathhouse, however, they found a small crowd gathered around its gaping door. A carpet of black feathers covered a broad swath of the street directly in front of the building.

Ranthir turned to Elestra. “What type of feathers are they? Raven or crow?”

“I don’t know, I’m an urban druid.”

But Ranthir was thinking about what Elestra had told them of her experiences at Nadar’s Pub: Sir Kabel had dismissed the possibility that she had been a messenger from the Killravens explicitly because she had been too small to be a raven.

They approached one of the men gathered around the scene. “What happened?”

“I hardly know. I was just walking down the street when a huge flock of birds flew into the bathhouse. Several people ran out, most of them screaming their fool heads off. And then the bird flew back out again.”

“What type of birds were they?”

“I don’t know. They were just black birds.”

“Wait,” Ranthir said. “Were they crows, ravens, or blackbirds?”

Dominic sighed. “I don’t think he knows.”

With a shrug, Tor and Tee headed into the bathhouse. They found Derra, the proprietress of the bathhouse, being questioned by a watchman. Tee took the opportunity to sneak through the far door and into the baths themselves.

She found the pools tainted with blood – crimson tendrils eddying between black feathers. She poked around for a bit, but didn’t find anything notable.

As she came back into the front office, the watchman spotted her and kicked them out onto the street. As they emerged from the door, they spotted a raven watching them from the roof on the opposite side of the Row. Seeing that it had been noticed, the raven took off and began to fly away to the south.

Reacting instantly, Elestra called upon the Spirit of the City and transformed into a hawk. She winged her way quickly after the errant raven. The crafty creature managed to dodge her first attempt to snag it, but on her second pass she was able to clasp it in her talons. She winged her way back towards the others—

And then flew past them on her way to the Ghostly Minstrel.

“Where’s she going?”

Tee was exasperated. “She’s like a magpie! But instead of shiny things, it’s bad guys.”

TELLITH’S TROUBLES

Elestra flew in through the window of her room. The others followed on foot.

But when they opened the front door of the Ghostly Minstrel, they found Tellith being confronted by a large ogre and three thugs.

“—and don’t think your delver friends will help you,” the ogre growled.

“Delver friends like us?” Tee stabbed him in the back.

With a roar of pain, the ogre whirled around and lowered his hands. From the tips of his fingers a wave of fire poured forth, bursting through the front doors of the Minstrel.

But Tee, reacting in the flicker of an eye, had flattened herself against the wall – avoiding the flames completely. Stepping forward again and coming en garde, she smiled, “You shouldn’t talk to Miss Tellith like that.” She backed out of the way as Agnarr and Tor, pushing their way through the door, closed in.

The ogre growled, backing away cautiously. “Kill the woman! Now!”

One of the thugs headed towards Tellith. She screamed and ducked under the front desk.”

“Seeaeti!” Agnarr called.

The ogre was pretty much blocking the entire front hall, so Seeaeti – being a clever hound – leapt through the front window, landed in a cascade of glass on a table, jumped from there onto the floor, ducked under a club swung by the nearest thug, and then harried his leg – keeping him away from Tellith.

Two more of the thugs were heading towards Tor. Tor eased into a defensive posture and then, in a flurry of sudden motion, beheaded the two thugs and gutted the ogre. All three of them fell dead.

Ranthir gaped. “That was amazing…”

“Keep one of them alive!” Tee pushed her way to the front of their line and thrust her dragon pistol into the face of the last thug. “Surrender!”

“No problem! No problem at all! I’m just the hired help!”

Without taking her eyes off him, Tee called over her shoulder. “Are you all right, Tellith?”

“I think so… Is it safe to come out?” Tellith crawled out from under the desk and patted Seeaeti on the nose. “Good dog!”

Questioning the thug they discovered that he and the other two had been hired by the ogre – who had been named Fatok – to provide an intimidating front. (“The ogre wasn’t intimidating enough?” Dominic wondered aloud. “Strength in numbers, I guess,” said the thug. “I just took the cash.”) They’d been extorting various businesses up and down Tavern Row in the name of the Killravens when Fatok had decided that the Ghostly Minstrel was a rich and tempting target.

They cut him loose with a message for the Killravens: Stay away from the Minstrel.

Dominic healed the other two thugs and got them on their feet – they had, after all, just been hired help.

By the time he was done, a member of the watch had shown up. Looking at them, the watchman smirked. “You again? I thought you were keeping your noses clean.”

It was the same watchmen they’d run into so many times on their second day in town. He briefly questioned them and Tellith, and then took the two thugs into custody.

“What about him?” Tee asked, nudging the ogre with her foot.

“Huh…” The watchmen looked down. “Well, he’s too heavy for me to carry. I’ll grab some of the others and come back to haul him out of here.”

After the watchman left, they quickly searched Fatok’s body. They found that he wore an ebon ring shaped like a curved feather. (“We need to get rings,” Dominic said.) They were discussing how they could move him to some place secure where they could revive him and question him, but then the watchman returned with help and hauled the corpse away.

Running the Campaign: Withdrawing in Victory Campaign Journal: Session 35B
In the Shadow of the Spire: Index

We love fantastical settings, and the way we bring those settings to life in an RPG – whether D&D, Eclipse Phase, Numenera, Call of Cthulhu, or Pendragon – is by including magical set dressing. USA Today Bestselling Author and ENnie Award-winning RPG designer Justin Alexander shows you how to think outside the treasure chest!

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