DISCUSSING
In the Shadow of the Spire – Session 39A: Chamber of Bone
Tee felt the ratlings throw their weight against the door, but she was able to hold it against their charge.
Tee signaled for the others to back up out of the chamber of bone, bracing the door against another pounding from the ratlings on the other side. Then she jumped back herself and, as the ratlings charged through, shot out the pillars of bone.
A cascade of bone collapsed. Several of the ratlings, pouring into the room, were struck about the heads and shoulders; one was even knocked unconscious by a particularly heavy chunk of pelvis. Others slipped and tripped, their feet turned treacherously by the shifting mass beneath their feet.
In Rulings in Practice: Traps, I said that you’ll know you have the balance right when the players start harvesting supplies from the traps or finding other ways of turning them to their advantage. In practice, this is probably a specific application of a wider principle: The more time players spend creatively interacting with stuff in the game world, the more you’ll know that (a) you’re succeeding in including cool stuff that’s bringing the world to vivid life and (b) that you’ve got great players.
Conversely, if you’re a player, pay attention to your character’s surroundings and look for opportunities to turn them to your advantage.
In this case, my players were very on top of things. Here’s what the key for this room looked like:
AREA 8 – BONE CHAMBER
The walls of this chamber are stacked high with bones — human bones. They have been arranged in intricate and detailed patterns with an effect which is entirely ghastly. Four pillars of interlocking skulls and femus reach from the floor to the ceiling.
Handout: The Bone Chamber
Bone Pillars: Any blow to one of these pillars (AC 3) will cause it to collapse, causing a cascade of bone. Characters within 5 ft. of the pillar must make a Reflex save (DC 15). On a failure, they are dazed and must make a Fortitude save (DC 12) to avoid being stunned.
Swinging Weapons: Characters who swing weapons within range of a bone pillar must succeed on a Reflex save (DC 10) to avoid striking the pillar. Alternatively, they can carefully avoid the pillar while making their attack — this requires no saving throw, but does impose a -2 penalty to their attack rolls.
(This room was inspired by the Sedlec Ossuary. The handout consisted of photos from the actual ossuary, which you can see in the linked campaign log.)
In addition to just being a creepy room, I’d intended for the ratlings to take advantage of the environmental hazard. The PCs, however, were savvy enough to be suspicious of the ones, realize they were precarious, and then almost immediately turn the situation to their own advantage.
In this case, the idea of the bone piles being precarious had occurred to me during prep. But the key thing is just including the bone piles as set dressing in the first place. Even if I didn’t have an answer prepped, a nigh identical scene could have emerged simply from the players asking, “Do the piles look unstable?”
Of course, it’s not just the bone stacks they’re using here. They start by using the door to control the start of the campaign, giving them time to estalblish their tactical position (as we’ve also discussed in Running the Campaign: Battles at the Door). And then, at the end of the fight, Agnarr rips the crossbow bolts out of his shoulder and uses them as improvised weapons!
When you fill your description of the world with interesting details, you’re providing the raw ingredients. Once you’ve done that, it become very easy for the whole group to start cooking.
Campaign Journal: Session 39B – Running the Campaign: Clues Linking Scenarios
In the Shadow of the Spire: Index