The Alexandrian

A knight weaving their way through a gauntlet of pit traps

DISCUSSING
In the Shadow of the Spire – Session 41E: Return to the Lower Nests

By the time Agnarr had forced the board aside, Tee had joined him. She ducked through first, finding the ratlings waiting with another volley of fire that she narrowly dodged.

If she worked her way carefully down the tunnel in an effort to avoid the traps she knew were waiting, the ratlings would tear her apart with their rifle fire. Throwing caution to the wind, Tee threw herself down the hall – trusting to her instincts and reflexes to avoid the seemingly never-ending stream of dangers.

In Rulings in Practice: Traps, one of the advanced techniques I discuss is combining traps with combat encounters to make them more dynamic and fun in play. It’s a tip you’ll find — either implicitly or explicitly — in a bunch of GMing advice. But if you’re wondering exactly how to do this effectively, you can see on simple recipe for success in the current session: Position the traps as a dilemma gauntlet.

  1. Fill a space with traps so that moving through that space becomes a dangerous gauntlet.
  2. Put some or all of the bad guys on the far side of that gauntlet.
  3. Give the bad guys the ability to attack the PCs while they’re on the far side of the gauntlet or moving through it. (This doesn’t have to be terribly fancy; any effective ranged attack will get the job done.)
  4. Make the PCs aware that the traps exist. (Which may simply be accomplished when the PCs trigger the first trap and realize it may not be the only one.)

The PCs will now be faced with the simple dilemma of rushing through the trapped area (unleashing the fury of the traps) or trying to work their way carefully through the trap by detecting and/or disabling them (but also enduring the attacks of their enemies).

And here are a few ways to make things even nastier:

  • Have some of the trap effects push them back to the beginning of the gauntlet. (Or set things up so that the NPCs can do the same.)
  • Stock the gauntlet with traps that reset. (This prevents, or at least complicates, the strategy of having one character brute force their way through as a human mine detector, clearing the path for the rest of the party behind them.)
  • Create the gauntlet in multiple stages, such that — when the PCs penetrate the first stage of the gauntlet — the bad guys can fall back through another section of traps and present them with the same dilemma all over again. (Or, rather than having the bad guys move from one stage to the next, simply position different groups of bad guys between each stage.)

Use them to season your dilemma gauntlet to taste.

You can set up dilemma gauntlets like this when you prep an adventure, but one of the great things about the simple dynamic of this setup is that it’s easy to deploy during play when you’re using adversary rosters to actively Abeil (bee people) - Monster Manual II (D&D 3rd Edition)play the opposition in a scenario: Simply make note of where traps are located in the complex, and then have your bad guys position themselves to take advantage of them (or even lure the PCs into the gauntlet).

Even more fun is that the PCs can almost as easily create their own dilemma gauntlets: Once they learn where the traps in a dungeon are located, they can similarly force bad guys into the gauntlet. This may work less well, of course, if the bad guys know where the traps are located, but just knowing the traps are there may not help much when you’re getting pelted by ranged attacks.

Creating a dilemma gauntlet can also be useful when you’re restocking a dungeon area to reflect defensive measures being taken by the inhabitants: While the PCs are taking their long rest, the abeil are buzzing away setting (or resetting) layers of traps to help them defend the hive.

Campaign Journal: Session 42ARunning the Campaign: Killing Orc Babies
In the Shadow of the Spire: Index

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

SESSION 41E: RETURN TO THE LOWER NESTS

August 15th, 2009
The 23rd Day of Kadal in the 790th Year of the Seyrunian Dynasty

Rylkar Rats - Monster Manual V

With a roaring battlecry Tor and Agnarr rushed down the tunnel. The ratbrutes – having turned to follow Tee’s forward dive – were unable to turn back and block the door in time. Tor and Agnarr burst between the ratbrutes, driving them apart. While Tor pushed his back into the corner (raining down blows in a stinking cascade of frying rat-hair), Agnarr quickly circled the other and drew him down the length of the room. Once Tor had finished with his, he joined Agnarr and the two of them together were able to harry and eventually cut down the other.

Unfortunately, until they were finished the ratbrutes made it too dangerous for Elestra, Nasira, or their healing magicks to reach Tee. By the time they did, she had almost bled to death from her wounds.

Once Tee (a little paler for her ordeal) was back on her feet, however, they were able to head down into the lower nest. With their thoughts filled by the dangerous cranium rats, they were hoping they could grab a kennel rat and then quickly find an exit into the southern sewers that they could use to follow one of their maps to Porphyry House.

Instead they found more guards posted. Tee emerged into the first room of the lower nest and was immediately fired upon by four ratlings. They missed, but Tee was pelted with shattering stone from the tunnel walls around her. Agnarr and Tor pushed past her and moved to engage the two nearest ratlings. Tee drew her dragon pistol, shot a third, and taunted them: “This is how you shoot!”

For a moment it seemed like a complete rout, but then two larger ratlings pushed through the curtain leading to the next chamber. The ratling nearest the one Tee had shot grabbed a dragon pistol off his fallen comrade and began firing from both hips. This time Tee was caught by the unexpected hail of fire.

But although Tee was painfully forced to a position of better cover, her sharp-shooting provided enough covering fire (while killing two more of the ratlings) for Tor and Agnarr to make a killing-ground sweep of the room with their swords. Then they briefly debated their next course of action: They knew what lay to the west (“Death,” as Elestra aptly summed it up), but there was another passage to the south.

Thinking of the cranium rats and their milky-eyed masters, Tee described the chamber with the chasm of effervescent green fluid as the True Temple of the Rat God… and she had no interest in tangling with it again. Plus, they were looking for a southern route through the sewers: The other passage would at least be taking them in the right direction.

The next cave-like chamber, however, was filled with more heaping piles of unstable garbage and offal. With a little sigh, Tee started heaving her way over the first of the piles towards the exit on the far side of the room—

And a swarm of black-furred rats with gleaming green eyes rose up out of the garbage around her. The very stench of them – a thick, unnatural musk of terror – suddenly struck the air, sending her senses reeling.

Tor rushed forward to help her—

And plunged through the refuse, between a set of loosely gapped wooden slats, and into a twenty-foot pit or chasm that ran across the width of the room.

Agnarr, seeing what had happened to Tor, ran forward, too. He jumped over the spot where Tor disappeared—

And also dropped into the pit, which was considerably wider than he had anticipated.

Ranthir, looking for a quick solution to Tee’s distress, dropped a fireball into the heart of the swarm – trusting to Tee’s reflexes to avoid the worst of it.

… but the rats were completely unaffected by the firestorm; the flames seeming to lick their way through the fur like some sort of elemental conductor. (Ranthir spent the next several hours cursing the waste of such a powerful spell.)

Tee – finding her mind hazed from the thick stench of the swarm and her flesh burning from their incessant, poisonous bites – fell back towards the others… taking the swarm with her.

In the flaming chaos and chittering madness of the scene, none of them had noticed a ratling priestess slipping into the far end of the room. Nasira, overwhelmed by the swarm, collapsed. The priestess surveyed the situation for a moment and then surrounded herself with a scintillating field of multicolored light.

A mad tittering filled the air and their eyes were drawn to the far end of the chamber as two large, white-furred rats came up to join the priestess. As they entered the room, their titters climbed into a shrieking peal of hideous laughter, ripping through the chamber and blasting insanity across the thoughts of those that heard it. In the chasm below, Tor suddenly turned upon Agnarr in incoherent madness and pounded his fists on the barbarian’s head. Agnarr, for his part, was driven into a panicked frenzy and fled to the end of the chasm, cowering as Tor continued to beat him about the temples.

Following in the wake of their shrieking laughter, the white rat-dogs raced towards the party. Fortunately, as they joined the melee, the madness of their tittering howls faded somewhat. Tor, regaining his senses, stumbled away from Agnarr (who, thick-skulled as he was, was only slightly the worse for wear). Hearing the screams from above, Tor knew they needed to get back in the fight. He unstrung the rope from his belt and hurled it over the wooden slats above. Quickly securing it, he began climbing up. Agnarr followed.

Above them, Elestra, calling upon the Spirit of the City, tried to force her will upon the mind of the priestess. For a moment she succeeded, but as she tried to force the priestess to attack the rats she felt her control slip away like grease from fur.

But Elestra had brought the priestess closer to the melee. And when Tor emerged from the chasm, he found himself directly behind her. Although his first wild swing (dragging himself up over the trash-filled lip of the chasm) missed, the priestess quickly found herself hemmed in between Tor, Tee (who had finally managed to beat herself free from the remnants of the swarm by using her boots of levitation to float a few feet into the air), and (shortly thereafter) the emergent Agnarr.

One of the white rat-dogs, however, leapt up and bit into Tee’s foot, swinging itself up to claw at her calf with its poison-drenched talons. Tee knocked it free, but not before the priestess slipped through their line.

Ranthir, meanwhile, had summoned a giant bombardier beetle with a carapace of glowing white light. The beetle’s powerful acidic attacks were able to rout the last of the swarm, driving it back into the chasm at the center of the room.

The priestess withdrew to the far side of the chamber. Tor pursued her. He tried to keep a careful watch on the placement of his feet, but still slipped and nearly fell back into the pit – only narrowly catching the lip.

Agnarr, on the other hand, roared ragefully and leapt across the entire pit. The priestess might still have escaped as she nimbly darted across the surface of garbage drifts through which Agnarr was forced to shove his way—

But Ranthir dropped a web across the entire width of the far passage, blocking her escape entirely.

The priestess, caught on the edge of the web, ripped her way free and tried to defend herself against Agnarr (and Tor, who caught up only moments later)… but she could do little against the cold steel (and fire… and lightning) of their blades.

Meanwhile, with the swarm gone, the others were able to rally and pound away at the laughter-mad white rats until their last titters were lost in gurgling blood.

Running the Campaign: Tactical TrapsCampaign Journal: Session 42A
In the Shadow of the Spire: Index

Mothership adventures lying in a spread on a table.

I’m a big believer in open and community licenses that allow third-party creators to publish and sell adventures and supplements for RPGs. Aesthetically, roleplaying games are not just artistic works in their own right; each RPG is a unique medium for creating new works. It’s good for society itself for these mediums not to be encumbered and stifled.

And from a practical standpoint, third-party content is of huge value to the original IP creator. Fears of competition have long since been shown to be irrelevant, as the primacy of the official, first-party content remains supreme among players and GMs. On the other hand, an RPG — much like a computer operating system — gains an immense commercial benefit from having a large and robust library of compatible support material: Each third-party supplement is an opportunity to capture the imagination of a gamer and propel them to the gaming table, which in turn exposes even more players to the game, driving both sales and gaming in a virtuous cycle.

The problem, unfortunately, is that most third-party licenses in the RPG industry have failed. Third-party supplements will generally only sell a small fraction of what first-party supplements will sell; and most first-party supplements only sell to a small fraction of the people who bought the rulebook and/or are playing the game. For third-party publishers to find success, therefore, the RPG they’re supporting needs to already have a very large audience — an audience so large that a fraction of a fraction of that audience is large enough to make a third-party supplement profitable.

And the reality is that the vast majority of RPGs — even those you likely think of as being big success stories — simply don’t have a large enough player base.

As a result, most third-party licenses simply fail. Most of the “success” stories revolve around games with enthusiastic hobbyist designers creating stuff for the love of the game. And good for them! But the games which have managed to create truly professional and thriving third-party markets can almost certainly be counted on the fingers of one hand.

What Mothership, the sci-fi horror roleplaying game from Tuesday Knight Games, has accomplished, therefore, is truly remarkable. First released in 2018, the game quickly invited third-party support not only via a third party license, but by generously and copiously helping to put the spotlight on these supplements. The result is that literally hundreds of third-party supplements have been created, and with the release of the Mothership boxed set this year, the market is, if anything, getting even stronger.

I think another important factor in Mothership’s third-party success is the game’s embrace of the trifold adventure format. I’ve already written a review of the really great first-party trifold adventures, each just two pages long and designed to be folded up into a trifold pamphlet. These are great for a GM because they’re designed to be picked up, read through in just ten to fifteen minutes, and then immediately run. But they’re also great for third-party creators, because they can (a) be quickly produced with a low investment of time and money and (b) given impulse-buy prices that make it easy for GMs to take a risk.

The result is that dozens and dozens of these third-party trifold adventures have been published, and they are an absolute treasure trove for GMs. I’ve launched a Mothership open table, in large part because the library of easy-to-run adventure content makes it easy to always have something ready for the next group of players.

The sheer number of projects made possible by the trifold format has also helped to create an audience looking for those third-party Mothership projects. The existence of this audience, in turn, encourages creators to pursue even more projects and more daring projects. And the audience is willing to take bigger risks on creators shooting for the moon when those creators have already built a rep through their more accessible projects.

This is a virtuous cycle which has already resulted in the creation of several large and impressive Mothership supplements. I’ll likely be taking a closer look at those in the near future. For today, though, I want to start by putting my own spotlight on some of the great third-party Mothership adventures I’ve been exploring. (And also, for better or worse, some of the less-great ones, too.)

SPOILERS AHEAD!

CIRCLE OF FLAME

Circle of Flames

Joel Hines’ Circle the Flame is one of those adventures that’s almost effortless to drop into your campaign: The Tinea Weather Station, a circular space station, is in orbit around the water world of Mani. Unfortunately, that orbit is now decaying and its corporate overlords have announced a bounty for any troubleshooters willing to board the station and retrieve the valuable scientific data and IP before everything burns up.

Including the semi-uplifted chimpanzee named Boopsie.

(Who the PCs will quickly discover has gone into a bloodythirsty rage, killing anyone she encounters and generally wrecking the joint.)

The adventure consists of a simple map-and-key of the station, along with a simple countdown mechanic, at the end of which the station plunges into the atmosphere of Mani and burns up.

Tick, tick. Time to roll out!

Whether following the corporate bounty or opportunistically responding to Tinea Station’s SOS, it’s easy to hook PCs into this.

The only thing really holding Circle of Flame back are the curious lacunae in the text. For example, the adventure often refers to Boopsie “retreating to the ducts,” but these are neither included on the mapped nor detailed on the text.

The most significant of these gaps, though, are:

  • What happened to Boopsie? At one point we’re told that someone was hired “as a backup operate in case the unthinkable happened to Boopsie.” Is that just a euphemism for death? Or something else? And if something else, is that what caused Boopsie to go bloodthirsty?
  • What happened to the station? At first I assumed that Boopsie going nuts was the cause of everything else going wrong, but at the very end of the adventure we’re told that, “Operation logs reveal orbital distance was modified below safety constraints by remote command originating from an encrypted transmission planetside.” But… from who? And why?

My view is that the author of a published adventure should consider themselves a co-conspirator with the GM. That means clearly and concisely explaining what the plan is. It’s strangely common for published adventures to instead try to pull a fast one on the GM.

In this case, I’m not sure if Hines is trying to pull a fast one, or if he just ran out of space. I was initially so convinced that the mysterious transmission from Mani was a teaser for Hines’ Tide World of Mani supplement that I went out and grabbed a copy, but there doesn’t seem to be any follow-up there.

Despite these lacunae being rather frustrating, it’s not terribly difficult to fill them in. (The mystery ducts are probably the most troublesome in terms of actual play.) And you’ll certainly want to fill them in, since Circle the Flame is a tight, well-paced one-shot.

GRADE: B-

CLAWS OUT

Claws Out

Some lacunae are a bit harder to puzzle out.

In Charles Macdonald’s Claws Out, the PCs are onboard the Agamamenon transport ship heading to the Banquo Mining Facility, which is about to be reopened. Most of the passengers are mining personnel getting shipped in. (It’s unclear why the PCs are here, but there are any number of possibilities, including heading somewhere else and Banquo just being one stop along the way.)

The adventure does a nice job of providing tight, effective write-ups for everyone onboard, setting you up for a social-driven mystery scenario rife with paranoia and murder.

Unfortunately, there are three major problems that largely cripple this adventure.

First, there’s something funny going on at Banquo. Apparently alien artifacts have been discovered at the site and the “miners” are actually all undercover scientists sent to investigate them. (There’s also a corporate agent “sent to prevent miners from discovering the true nature of the facility,” but there are no actual miners onboard the Agamemnon and the agent is immediately killed, so that dramatic thread doesn’t really go anywhere.)

The big problem is that everyone onboard has a secret Banquo-related agenda and secret information about what’s happening at Banquo… but “alien artifacts have been discovered” is literally the only thing the GM is told about it.

So as nice as the character write-ups are, they’re mostly a secret homework assignment.

Second, the core plot of the scenario is that there’s an alien shapeshift onboard which starts killing people. (It’s completely unrelated to the alien artifacts on Banquo.)

The most egregious oversight here is that they forgot to provide a stat block for the creature. It’s kinda tricky to run a bug hunt scenario without that.

But the monster is also just kind of vague in general: It’s a brain parasite that lives in your brain, but then also a shapeshifter. It’s “inexplicably afraid of cats” and this is a significant plot point; but its primary modus operandi is turning into a cat (thus the title).

Finally, the lack of blueprints really breaks the adventure. The whole core of the scenario revolves around how the monster is moving around and gaining access to various spaces on the ship. The players are, frankly, going to demand a ship layout, and the GM will be faced with reconstructing one that’s consistent with the adventure’s plot.

In short, Claws Out is an adventure laden with booby traps waiting to sabotage the GM.

I’m not quite willing to write the whole thing off, because there are some cool ideas and characters here. (I particularly like K-RA, the android who has so thoroughly entwined herself with the ship’s computers that they’ve become inseparable.) But the salvage job is so extensive that I really wouldn’t recommend grabbing this one.

GRADE: D-

MOONBASE BLUES

Moonbase Blues

Moonbase Blues by Ian Yusem and Dal Shugars isn’t actually a trifold adventure: It’s a bifold one. (Single sheet, print on both sides, fold down the middle.) Hopefully y’all won’t run me out of town on a rail for taking the liberty of reviewing it here.

Everything was fine on the ironically named Azure Base until a strange, blue comet was pulled into the small moon’s orbit. Each time the moonbase is bathed in the comet’s light, the colonists exposed to it are driven into a frenzied madness.

Yusem and Shugars use this setup to craft a pretty solid sandbox adventure: A simple map of the base keyed with the mysterious wreckage left in the wake of the comet, juiced up with the cyclical time pressure of the comet’s orbit and supported by a healthy array of GM tools including well-aimed random tables (meteor-mad characteristics, hazards, stuff found on corpses) and stock NPC survivors who can be slotted into any scene.

The only real stumble here, in my opinion, is that the scenario hook is sort of incoherence. Over a quarter of the adventure is dedicated to a “you all wake up and the Computer tells you to do the following tasks” setup which includes stuff like “unclog the toilets” and “go outside and look up at the comet,” but this seems to have no connection to the rest of the scenario as presented and no explanation is given for how the PCs got there or why their task list includes looking up at the comet. The rest of the text seems to also assume completely different framing devices in various places.

If these were more coherently presented as a list of options, there’d be utility here. But instead it all just creates a weird patina of confusion.

The truly unfortunate thing here is that the space wasted on a largely unusable setup could have been used for even more of the really cool adventure tools that make Moonbase Blues so fun and useful!

GRADE: B

Go to Part 2

The Ukrainian podcast Idearoll invited me to join them earlier this year for a discussion of So You Want to Be a Game Master that turned into a wide-ranging discussion of GMing and the importance of fandom and creativity. Their post-production process was disrupted by the war, but thankfully everyone involved is all right and they’ve been able to release the video just in time for the holidays!

The interview is in English. The video has subtitles in both English & Ukrainian!

Watch Now!

Forge: Out of Chaos - The Vemora (Basement Games)

Review Originally Published January 15th, 2001

The Vemora is a short module for Forge: Out of Chaos supposedly designed not only for beginning adventurers, but beginning players – containing “explanations and guidelines through the text for the first-time Referee to follow.” I have yet to figure out what these “explanations and guidelines” are supposed to be, because the entire module looks exactly like an old-style D&D module.

The “plot” goes something like this: The PCs arrive in a small town. They are told that the town guard has been blinded by an attacking group of monsters. In order to heal the guards, the town needs to find the Vemora – a great healing artifact which was lost many years ago when the underground Thornburg Keep was devastated by a plague. The PCs go into the keep/dungeon, beat up on some monsters, find the Vemora behind a secret door, and go away happy with a bunch of treasure and a rather nice reward.

This is a village, mind you, which is described in four sections: The Blacksmith, The Supply Store, The Temple of Shalmar, and The Drunken Dragon (bar).

In short, the cliches run thick on the ground, the pre-written dialogue would make your players’ ears bleed if you ever dared to utter its stilted clauses, and the artwork will make your eyes bleed (having dipped from the rulebook’s mediocre quality into the truly pathetic).

Writers: Mark Kibbe
Publisher: Basement Games Unlimited, LLC
Price: $7.95
Page Count: 26
ISBN: 1-892294-01-X
Product Code: BGU1002

Forge: Out of Chaos - Tales That Dead Men Tell (Basement Games)

Tales That Dead Men Tell is, at face value, a far more substantial value than The Vemora: Background information is given on the Kingdom of Hamsburg and the Province of Lyvanna, along with some regional political history – and the adventure does a fairly sophisticated job of hooking the local events which make up the adventure into the larger political affairs of the world.

The plot, in brief: A decade ago the Kamon family was charged with high crimes against the Province of Lyvanna. When the soldiers came to arrest them, however, something went wrong – the household guard became agitated, and the evening ended in disaster: Kamon was executed, his wife arrested, his children missing or dead. Kamon Manor was left abandoned.

But then, years later, the bells of the Manor begin to ring again. Graves are found opened. And the guardsmen sent to investigate never return.

Enter the PCs.

Unfortunately, what is set up as a really top-notch horror adventure degenerates rapidly into a standard dungeon crawl: The PCs move into the manor/dungeon and commit a mop-up operation on a group of necromancers who have moved in to search for some sort of hidden treasure on the property.

Some products have a really good setup, but then don’t quite manage to get the dots connected just right. Tales That Dead Men Tell has a really good set up… but manages to miss the target by the length of a battlefield.

Writers: Mark Kibbe
Publisher: Basement Games Unlimited, LLC
Price: $9.95
Page Count: 44
ISBN: 1-892294-02-8
Product Code: BGU1003

Past me was definitely unimpressed with these adventures, which I received as review copies alongside the core rulebook for Forge: Out of Chaos. If you’d like to see a more positive review of The Vemora, you can find one here (including notes on converting the adventure to other systems and some light remixing).

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