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 36C – Running the Campaign: Group Chemistry
In the Shadow of the Spire: Index
This is only tangentially related, But if my players found a chest that could not be opened, they would never attempt to open it. Instead, they would be overjoyed that they had found an invincible box.
Oh, the portcullis is closing? Put the invincible box under it.
Oh, the walls are gonna crush us? Invincible box.
The goblins are firing arrows and we need a makeshift tower shield? Booooox.
There would have to be something really really good in it for my players to ever care.