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B3 Palace of the Silver Princess - Partial Map

DISCUSSING:
In the Shadow of the Spire – Session 22A: Return to Pythoness House

Arrows suddenly fell among them. One of them clipped Elestra’s shoulder. All of them were suddenly in motion – diving for cover in different directions. Somehow six skeletal women – most clad in the tattered remnants of their brothel fineries – had crept onto the upper terrace and were now firing arrows down into the ruined garden at them.

A novice GM looks at the map of the dungeon. The PCs are about to open the door to Area 5, so he checks the key (in this case from B3 Palace of the Silver Princess) and sees that (a) it’s a library and (b) there are five kobolds in the room.

A fight breaks out. If the novice GM is talented, then the events of that fight will be influenced by the details of Area 5: Maybe the bookshelves topple over on top of people and the kobolds are throwing books. But the kobolds are keyed to Area 5, and so that’s where the kobolds are met and where the fight happens.

Time passes and our novice GM has gotten more experience under his belt. This time, when the PCs get ready to open the door to Area 5, he doesn’t just look at the description of Area 5. He looks around the map and checks nearby areas, too, to see if there are other monsters who might come to join the fight. He looks at Area 7, for example, and sees that it’s a barracks for five goblins.

A fight breaks out. The GM makes a check for the goblins in Area 7. He determines that they DO hear the fight, and a couple rounds later they come rushing over and join the melee in the library.

What the experienced GM is doing can be made a lot easier by using adversary rosters in addition to a basic map key. But there are other methods that can be used to achieve similar results. For example, the sounds of combat might increase the frequency of random encounter checks.

Random encounter mechanics might also lead this GM to another revelation: Combat encounters can happen in areas where they weren’t keyed. For example, maybe the PCs are poking around at the sulfur pool in Area 20 when a random encounter check indicates the arrival of a warband of kobolds.

At this point, our more experienced GM has accomplished a lot: Their dungeons are no longer static complexes filled with monsters who patiently wait for the PCs to show up and slaughter them. They feel like living, dynamic spaces that respond to what the PCs are doing.

THE THEATER OF OPERATIONS

There’s still one preconception that our GM is clinging to. He’s likely unaware of it; a subconscious habit that’s been built up over hundreds of combats and possibly reinforced through dozens of modules relying on preprogrammed encounters (even as he’s moved beyond such encounters).

When the goblins came rushing over to join the fight in the library? It was still the fight in the library. When the kobolds ambushed the PCs by the sulfur pools? The GM still thought of that fight as somehow “belonging” to Area 20.

One of the reasons this happens is because our method of mapping and keying a dungeon is designed to do it: We conceptually break the map into discrete chunks and then number each chunk specifically to “firewall” each section of the dungeon. It makes it easier to describe the dungeon and it makes it easier to run the dungeon, allowing the GM to focus on the current “chunk” without being overwhelmed by the totality.

But the next step is to go through that abstraction and come out the other side. We don’t want to abandon the advantages of conceptually “chunking” the dungeon, but we also don’t want to be constrained by that useful convention, either.

When combat breaks out, for example, we don’t want to be artificially limited to a single, arbitrarily defined “room.” Instead, I try to think of the dungeon as a theater of operations — I look not just at the current room, but at the entire area in which the PCs currently find themselves.

You can see a very basic version of this in the current campaign journal:

Pythoness House - Cartography by Ed Bourelle

While the PCs are in Area 21: Rooftop Garden, I’m aware that the skeletal warriors in Area 25: Radanna’s Chamber have become aware of them. They sneak out onto Area 27: Battlements and fire down at the PCs, initiating combat across multiple rooms (and, in fact, multiple levels).

Here’s another simple example, the hallway fight from Daredevil:

This is basically just two rooms with a hallway between them. But note how even this simple theater of operations creates a more interesting fight than if it had been conceptually locked to just one of the small 10’ x 10’ rooms individually.

Also note how the encounter actually starts before he even enters the first room. This way of thinking about dungeons goes beyond combat: What’s on the other side of the door they’re approaching? What do they hear? What do they see through the open archways?

LEARNING THROUGH ZONES

Awhile back, I wrote about how abstract distance systems in RPGs mimic the way that GMs think about and make rulings about distance and relative position. Zones — like those used in Fate or the Infinity RPG — are a common example of such a system, and using a zone-based system can also be a great set of training wheels for breaking away from the idea that combat takes place in a single keyed location, because zones naturally invite the GM to think of neighboring rooms as being a cluster of zones.

For example, I have Monte Cook’s Beyond the Veil sitting on my desk here. Here’s a chunk of the map from that scenario:

Beyond the Veil - Monte Cook (Partial Map)

And Area 8 on that map is described like this

8. DRAGONPODS

This large chamber was once a gathering hall with tables and benches, and trophies on the wall. There are only vague remnants of those now. Instead, the room has a large number of strange brown and yellow pods on the floor, and clinging to the walls and ceiling, each about three to four feet across. Six of them remain unopened, while at least a dozen have burst from the inside. A few smaller dragonpods lie cracked and brittle on the ground, unopened but obviously long-dead. All of the pods are of some hard organic matter covered in a thick, sticky mucus. They smell of sour fruit.

Storemere’s mating with a carrion crawler produced some strange results. Carrion crawlers normally lay hundreds of eggs at a time. But Storamere’s crawler mate produced dozens of strange, egg-like pods. Some of them hatched, and produced half-dragon carrion crawlers. Others never produced anything viable. Still others have yet to hatch, even though their parents are long dead.

Strangely enough, the union of dragon and carrion crawler seems to have spawned a creature with entirely new abilities. These half-breeds thrive for a time and then curl up and die, producing yet another dragonpod. Even if slain conventionally, the body of the dead dragon crawler will create a new pod and thus a new creature. Only destruction by fire prevents a dead specimen from forming into a pod.

As soon as anyone without dragon blood enters the chamber, four dragon crawlers scuttle out from behind the pods and attack. The round after combat starts, another one drops down from the ceiling to attack a random character. These creatures are covered in black scales and have green, dragon-like eyes on their stalks. Each has dragon wings but they are too small and ill-fitting to allow them to fly. Instead, they flutter and flap their wings to distract opponents.

The room is large enough to comfortably run the entire melee against the four dragon crawlers in there. A neophyte GM might even treat the whole room as kind of being a big square, featureless space.

What an experienced GM will do (and what zones basically formalize) is break that whole region of dungeon map up into zones:

  • Hallway
  • Kitchen (Area 9)
  • Gaulmeth’s Chamber (Area 10)

And then do the same in Area 8, too:

  • North entrance
  • Eastern doors
  • Bottom of the stairs
  • Dragonpod muck
  • Ceiling pods

The result will be their theater of operations. (Which could expand even further into the dungeon depending on how the encounter proceeds.) Thinking in terms of zones will naturally invite you not only to conceptually break up large spaces, but to group spaces together. And once you’ve done this a few times, you’ll realize that you don’t need the specific mechanical structure of zones in order to do this.

OTHER THEATERS OF OPERATION

Thinking in terms of a theater of operations shouldn’t be limited to the dungeon. In fact, it often comes easier in other contexts (in which we haven’t taught ourselves to think in terms of keyed areas), and meditating on how we think about these other examples can often be reflected back into how we think about the dungeon.

For example, one place where GMs often easily think in terms of a theater of operations, even if they don’t in other contexts, is a house. I suspect it’s due to our intimate familiarity with how these spaces work. Think about your own house: Imagine standing in the kitchen and talking to someone in the living room. Or shouting something down the stairs. Or looking up from the couch and seeing what’s happening in the adjacent room.

When we’re talking about the totality of the environment, that’s all we’re talking about. It’s that simple.

At the other end of the scale, there are wilderness environments.

What happens here is that the sheer scale of the wilderness can, paradoxically, cause the theater of operations to similarly collapse into a one-dimensional scope: The forest is vast and, therefore, the entire fight just happens generically “in the forest.” There’s no place for the reinforcements to come from and no capacity of strategic decisions because everything is, conceptually, in a single place — the forest.

The modern over-reliance on battlemaps (particularly battlemaps all locked to a 5-foot scale) tends to exacerbate this problem, limiting the field of battle to a scale that tends to blot out the true theater of operations in the wilderness.

The solution, of course, is to instead embrace the scale of the wilderness. You’re traveling across the plains, but there’s a tree line a few hundred yards away to the north. There’s a family of deer grazing fifty feet over there. There’s a ravine off to your right perhaps a quarter of a mile away that you’ve been paralleling for awhile now. And the goblin warg riders just cleared the horizon behind you. What do you do?

FINAL THOUGHTS

Something I’ll immediately caution against here is getting fooled into making this more formal than it is. If you find yourself trying to prep the “theaters of operation” in your dungeons, then you’ve probably just created another inflexible preconception of the environment. (You’re probably also wasting a lot of prep.) Theaters of operation generally arise out of and are defined by the circumstances of play: What do the PCs know? Where do they go? How have they tipped off the NPCs? What decisions do the NPCs make (often based on imperfect information)?

The point isn’t to try to anticipate all of those things. The point is to learn how to actively play the campaign world; to let the campaign world live in the moment.

The cool thing is that, as you think of the dungeon as a theater of operations and play it as such, you will be implicitly encouraging the players to also think of the dungeon as a totality rather than as a string of disconnected encounters. They’ll start engaging in strategic decision-making not only in combat (“let’s fall back into the hallway!”), but for the exploration of the dungeon as a whole (“can we draw them back into the room with the poison traps and use those to our advantage? can we circle around them? can we split them up?”). And getting the players into this mindset is instrumental in unlocking more complicated scenario structures like heists.

And remember that, as you’ve seen with our examples above, you don’t have to leap straight into juggling massively complicated strategic arenas: Two rooms and a hallway. That’s all it takes to break out of the box.

NEXT:
Campaign Journal: Session 22BRunning the Campaign: In-Jokes
In the Shadow of the Spire: Index

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

SESSION 22A: RETURN TO PYTHONESS HOUSE

May 18th, 2008
The 10th Day of Kadal in the 790th Year of the Seyrunian Dynasty

Dominic was led inside the cathedral. Tee, seeing him go, quickly followed. Agnarr, Ranthir, and Tor came too. The Order of the Dawn moved to block them at the cathedral’s door. Tee called out to Dominic, but Dominic – nursing his distracted thoughts and worries – didn’t hear her. Fortunately, Tee’s efforts were enough to convince the guard that they could enter.

They caught up to Dominic just as Rehobath’s procession came to a stop in the sacred hall. The newly-anointed Novarch turned to Dominic and smiled, “Thank you, Dominic. Without your guidance this day would not have been possible. Now I feel as if our paths must part, at least for awhile. We must each work for the gods in our own ways, after all.”

This suited Dominic just fine, who had just been trying to figure out how he could get away from Rehobath and his politics without letting him know how he truly felt.

“Now,” Rehobath said. “Is there anything else I can do for you… for any of you?” His gaze took in Tee and the others.

Dominic seemed ready to get out of there, but Tee wasn’t satisfied yet. “Do you think Dominic will be safe?”

“Two members of the Order of the Dawn are already waiting at the Ghostly Minstrel, as you had requested.” Rehobath smiled. “Do you think more guards might be needed?”

“No,” Tee said, glancing towards Dominic. “That should be fine.”

They headed back outside. Dominic leaned towards Tee. “I need to get out of these robes,” he said. “I don’t feel right in them.”

“You can borrow one of my kilts,” Agnarr offered.

Dominic caught a whiff of Agnarr’s unique odor as he leaned in close. “Um…” He shook his head. “No thanks.”

They met up with Elestra, who had spent her time outside circulating through the crowd. “Everyone here seems pretty excited by this. They’re all talking about the dawn of a new age. But I’ve also heard quite a few of them talking about how they knew to be here. I think the crowd was hand-picked.”

“Doesn’t surprise me,” Tee said. “Come on, lets get out of here.”

When they had gotten some distance away from the cathedral, Dominic stopped and pulled off the purple prelate robes that Rehobath had given to him. He turned to the others. “Does anybody else want to go delving for a couple of weeks?” (more…)

Pathfinder Tales: Death's Heretic - James L. SutterThe trickiest part of finding an audio book is that it has to be both a good book AND have a good narrator. What I’ve discovered is that it’s much easier to find a narrator you like and browse the corpus of books they’ve done looking for other titles that look appealing than it is to look for appealing titles and then just hoping that the narrator will be good.

Enter Ray Porter, who consistently elevates everything he’s involved with. (I’ve previously listened to his presentations of Dennis E. Taylor’s Bobiverse and Peter Clines’ Threshold series among others.) I’m browsing through the literally hundreds of audio books he’s recorded when I suddenly discover that I already own one of the books he’s done: A Pathfinder Tales tie-in novel called Death’s Heretic by James L. Sutter.

Truth be told, I’m not entirely sure how I acquired it. It must have been part of a bundle or a free book-of-the-day deal or something. But, in any case, it had been sitting in my Audible library untouched for several years at this point.

And that’s a pity. Because this book is really good.

HIGH FANTASY NOIR

In form, Death’s Heretic is a noir detective story in a fantasy setting.

Over the years, I’ve read any number of such stories. Often they have a steampunk veneer. Many of them take place in crapsack worlds. But a lot of them are just literally Dashiell Hammett or Raymond Chandler with a veneer of magic and a smattering of fairy wings lightly dusted over the affair.

Death’s Heretic, on the other hand, stands out from the pack by truly owning its identity as a D&D… err, sorry… Pathfinder novel. Rather than trying to limit its scope to some “noir” subset of Pathfinder, it instead embraces the totality of Pathfinder’s cosmology and interprets it through the lens of a noir story.

Let me see if I can explain the difference: Whereas a typical “D&D noir” novel would open with a dame walking into a detective’s office and saying that her dad was killed by a fireball spell, Death’s Heretic opens with an angelic representative of the Goddess of Death requesting assistance because someone was killed and, when they attempted to resurrect them, they discovered that their soul had been kidnapped from the afterlife.

There’s also a dame, but you can see the difference. It’s not just that there are more fantasy elements being thrown into the mix; it’s that the fantasy elements are being allowed to fundamentally alter the nature of the story. It’s one thing to set a noir story in a weird, selective version of Waterdeep that somehow ends up looking like 1930s San Francisco with the serial numbers filed off, and it’s another to take the totality of Waterdeep, frame a story there, and truly see where it takes you.

Sutter pushes the envelope in other ways, too: He actually divorces himself quite strongly from noir tropes in general by setting the story not in some fog-drenched metropolis, but rather in the sun-drenched empire of Thuvia. Strong elements of pulp fantasy are also naturally pulled in as part of the setting. And that’s just the beginning, as Sutter relentlessly cranks up the dial as the narrative progresses.

BUT ALSO…

Death’s Heretic has more going for it than just novelty and creativity, though. Sutter just writes a legitimately good novel: The characters are interesting and multidimensional. He takes the time to weave together a number of interesting themes revolving around mortality, immortality, and the nature of faith.

Ultimately, this is one of those reviews I write specifically to call attention to something really nifty that I think is (a) not well-known enough and (b) that people would really enjoy if they knew it existed.

So now you know.

I hope you have a great time with it.

GRADE: B-

A guide to grades here at the Alexandrian.

Waterdeep: Dragon Heist - Manshoon

Something I’ve been asked several times since sharing the Alexandrian Remix of Dragon Heist is, “How are the PCs supposed to pull off the heist at Kolat Towers?”

The perception is that the opposition at Kolat Towers is so deadly that, if the PCs choose to engage it, they’ll get wiped out.

The first thing to understand is that, to a large extent, that’s what makes this such a great heist. The fact that the PCs can’t just bull rush their way through the opposition is both why they need to perform a heist (in order to avoid direct confrontation) and why the heist will be so utterly satisfying when they do pull it off.

With that being said, let’s talk a little bit about how this heist works in actual practice.

BROAD TOPOGRAPHY

If you’re not familiar with Dragon Heist or the Alexandrian Remix, here are a few key facts that should help you understand what follows.

(1) Kolat Towers is the headquarters for a sect of the Zhentarim ruled by Manshoon.

(2) There is a force field around Kolat Towers. Those wearing a pass-amulet can pass through the force field.

(3) You can also access Kolat Towers by means of teleportation circles that are located in various Zhentarim outposts around Waterdeep/Faerun. The Kolat Towers side of these teleportation circles are all located in a single hub at the top of one of the towers.

(4) This hub also contains a secured teleportation circle that leads to an interdimensional fortress that serves as Manshoon’s Sanctum. Using this teleportation circle requires the use of a teleportation signet ring.

(5) The primary target of the heist is a magical Eye, which Manshoon keeps in an astral vault in his library. The library is located at the top of one of the three spires in the Sanctum.

(6) Manshoon spends most of his time in his quarters or laboratory, which are more or less located at the top of the other two spires.

So, broadly speaking, you need to get access to Kolat Towers, use a teleportation signet ring to get access to the Sanctum, and then steal the Eye out of the library.

KEY FACTORS

There are a couple major factors to keep in mind when running the Kolat Towers heist.

First, as noted in the remix:

…most of the Towers’ inhabitants will simply assume that anyone who has bypassed the force field must have a pass-amulet and, therefore, must have legitimate business there. Their incredible security system has, ultimately, made them somewhat lax when it comes to actual security, and PCs who are smart enough to lean into that assumption can effectively seize a surveillance opportunity for themselves mid-heist.

This is really important. If you screw this up — by, for example, having the first NPC to see the PCs immediately scream bloody murder and call for help — then it’s going to be much, much more difficult to pull off a successful heist.

(It’s okay if the PCs screw it up, of course. That’s their unique prerogative.)

Second, the remix also has a section on “Questioning the Zhentarim” which describes what the typical Zhentarim thugs, apprentice wizards, and lieutenants all know about the layout of Kolat Towers, the location of Manshoon, the Stone of Golorr, and the location of Manshoon’s Eye.

The important thing to remember here is that all of these NPCs can (and likely will) be encountered before they enter Kolat Towers. That’s by design: If the PCs stumble blindly into a direct confrontation with Manshoon, then they’re probably screwed. To avoid that, they need to know where to go and, equally importantly, where NOT to go in the Sanctum.

Third, if things do go haywire and the heist fails, the original description of Manshoon from Dragon Heist (p. 160) should be kept in mind:

This version of Manshoon isn’t spoiling for a fight. He commends the characters for making it this far and shows no concerns for the Zhents they defeated to each him, since he considers all his followers expendable. The characters’ best chance of survival is to convince Manshoon that they can be cowed or bribed into working for him. Weary of his conflict with the Xanathar Guild, Manshoon suggests that the players prove their usefulness to him by hunting down and killing Xanathar in its lair…

I’d tweak this slightly, for the purposes of the Remix, to suggest that Manshoon’s top demand will be for the PCs to steal back the Eye that Xanathar stole from him. (Hopefully the PCs will do a better job of this new heist they’ve been pointed at.)

Regardless, at this point in the campaign it is very likely that the PCs have access to information (or people) that Manshoon dearly desires, and they should be able to trade that for their freedom and/or to form an alliance with Manshoon. This effectively gives them a mulligan on a failed heist at Kolat Towers.

THE FIRST HEIST

Let’s look at how this actually played out at my table.

One of the Zhentarim faction outposts is Yellowspire, a tower on the west side of Waterdeep used by Banite priests that contains one of the teleportation circles leading to Kolat Towers. The PCs learned of Yellowspire from their contacts in the Doom Raiders, a different sect of the Zhentarim who were opposed to Manshoon’s control.

Long story short, the PCs cleared out Yellowspire and the teleportation circle would become their access point for Kolat Towers. They also had a pass-amulet that they had obtained from raiding a different Zhentarim faction outpost.

At this point, the didn’t know much about what they would find on the other side of the teleportation circle. So they disguised themselves as Banite priests, using vestments and holy symbols gathered from Yellowspire, and went through.

Waterdeep: Dragon Heist - Kolat Towers

Working their way down the tower from the teleportation hub, they encountered the statue of Duhlark Kolat in Area K10. They used the pass-amulet to get past the statue. (In reality, the statue simply floats into the air, issues a magic mouth challenge, and then sinks back down a minute later. But their experience was being challenged, holding up the amulet, and then watching the statue sink back down.)

Crossing to the other tower they provoked an attack from gargoyle guards and the sound of their fight attracted the attention of Yorn the Terror, a half-orc who had been trying to enjoy a little piece and quiet in the adjacent reading room with his signed copy of Volo’s Guide to Monsters.

Yorn saw their Banite robes and the pass-amulet they wore… and promptly ordered the gargoyles to stand down. “You have to show them the amulet,” he explained. “Otherwise they’re almost as big a terror as I am. Who are you here to see?”

The PCs thought quickly and offered up a basically random name that they knew to be associated with the Zhentarim: Agorn Fuoco.

I called for a Charisma (Deception) check at this point. It was a success.

“Agorn?” Yorn said. “I think you just missed him. He headed back through the portal to his quarters in the sanctum.”

“Through one of the other portals, then?” Pashar frowned.

“You came from Yellowspire?” Yorn said. “Yes. You’ll want the other teleportation circle. Do you have a signet ring?”

They did not. I could have called for a Charisma (Persuasion) test, but I decided to just let the result of the Charisma (deception) test ride forward.

“All right,” Yorn said, slipping a ring from his finger. “You can use mine. But make sure you have it back to me before dawn!”

“Pardon my ignorance,” Kora said. “But what happens if we don’t get it back before dawn?”

“I rip your arms off!” Yorn roared.

“Thank you! Much appreciated!”

Yorn gave them some brief instructions, telling them to ask Kaejva, on the other side of the teleportation circle, to give them directions to Agorn’s quarters. “And tell Agorn he owes me one.”

Yorn went back to his book, and the group rapidly backtracked to the teleportation hub.

At this point, of course, the PCs had everything they needed to smoothly access the Sanctum. And that’s exactly what they did.

THE SECOND HEIST

Ultimately, however, the first heist was not successful in retrieving the Eye: They lacked the key information of where it was located. Instead, they poked around for a bit, got a general sense of the Sanctum’s layout, and talked to a couple more Zhentarim who inadvertently told them where Manshoon’s quarters were located. Then they withdrew.

(In the process of withdrawing, they actually lured Agorn Fuoco back to Yellowspire and murdered him, too, but that has only a minimal impact on subsequent events.)

The first heist effectively became what we refer to as a “surveillance opportunity” in the heist scenario structure. They now knew a lot more information about their target, and they were going to use that to plan a second heist.

Their information, however, was incomplete. And, as a result, they drew an erroneous conclusion: They felt confident that Manshoon would be keeping the Eye on him. Thus, they believed that the target of the heist was Manshoon himself!

However, they also recognized that there was no way that they could go toe-to-toe with Manshoon, the Night King, Lord of Zhentil Keep, Master of the Black Network, and Scourge of Shadowdale.

Their solution was to go back to their contacts in the Doom Raiders — the other faction of Zhentarim in Waterdeep — and make a simple offer: “We know where Manshoon is. We have a way past his defenses. We’ll help you kill him, but you have to agree to let us take possession of a specific magical item in his possession.”

Waterdeep: Dragon Heist - Doom Raiders

They didn’t even need to make a check for this: They’d already proven themselves to be reliable friends to the Doom Raiders, and given the circumstances there was no way that the Doom Raiders wouldn’t leap at the opportunity they were being given.

Independently I determined how long it would be before Zhentarim agents realized that Agorn Fuoco and the Yellowspire operation had been compromised. If that had happened, Manshoon’s Zhentarim would have cleared out Yellowspire, severed the teleportation circle, put Kolat Towers on high alert, and left the PCs high-and-dry. But the PCs moved quickly, and returned to Yellowspire before Manshoon’s Zhentarim realized anything was amiss.

They came with a Doom Raider strike force: Ziraj, Tashlyn, and Davil Starsong, all major leaders of the group, led a mixed force of four veterans and ten thugs. (The composition of the strike force was based on page 17 of Dragon Heist: “Tashlyn offers affordable mercenaries, either thugs costing 2 sp per day each or veterans costing 2 gp per day each.”) Yagra, the PCs’ primary contact with the Doom Raiders, also tagged along.

Their plan was simple: The PCs, once again dressed as Banite priests, would teleport through to the Sanctum. They knew from their previous visit that Kaejva, a wizard, stood watch over the arrival platform from an observation chamber off to one side. They would bluff their way past her, then circle around and kill her, before returning to usher the Doom Raider strike force through.

Here, however, their plan hit a snag: They flubbed their cover story with Kaejva and she, suspicious, prepared to cast a sending spell to summon Manshoon. One of the PCs were prepared for this however, and used misty step as a bonus action to pop into the observation chamber next to her, disrupt the casting of the spell, and throw the lever that would open the door for the other PCs.

Having killed Kaejva, they brought the Doom Raiders through.

From that point forward, their raid was basically clinical: Successful Stealth tests saw them systemically ambush and slaughter the Manshoonian zhents. (Several were sleeping. And the PCs knew where the others were likely to be congregating based on their prior surveillance.) It was overwhelming force applied to isolated, unprepared resistance.

The strike force did not, in fact, suffer a single injury before they burst into Manshoon’s private quarters.

THE DEATH OF MANSHOON

Manshoon was not so easily overwhelmed.

But what Manshoon had coming through the door at him was a platoon of twenty-four hostile warriors (including the PCs), and because there had been no warning he wasn’t prepared. He barely managed to get his robe of the archmagi wrapped around himself as the door burst open. He bought himself a few more seconds of time with a misty step followed by a wall of force, but he was pursued with misty step in kind and his concentration on the wall of force was broken. He managed to trap Davil Starsong in an imprisonment spell (the consequences of which are rather far-reaching and remain uncertain as of this writing), but then he was pretty much swallowed up by the Doom Raiders and PCs.

What’s the fall out of all this?

Well, the PCs have Manshoon’s Eye and are one step closer to restoring the Stone of Golorr. They also have his spellbook, robe of the archmagi, and staff of power. I made the decision to not limit the robe by alignment, so Pashar, the 5th level PC wizard, is glutted with power. The consequences of this, particularly with the PCs liberally spreading the word of their role in Manshoon’s death to the Harpers and Force Grey, are still to be seen.

If Davil Starsong had been around, he probably would have made a claim to these items. But with him imprisoned, the other members of the Doom Raiders who were present lacked the knowledge to push the issue. They’re fairly happy in any case: Not only did the PCs help them wipe out Manshoon, but with Manshoon dead they assisted in cleaning out the rest of Kolat Towers so that the Doom Raiders could move in. Even if/when Davil returns, he’ll probably rank “private interdimensional fortress” as a fair trade for the robe and staff.

OTHER APPROACHES

I don’t want to convey the sense that any of this is the One True Way for tackling Kolat Towers. Quite the opposite. The great thing about a well-designed heist scenario is that there ISN’T a One True Way. The whole point is that the PCs are free to make their own plan and then we find out together whether or not that plan is going to work.

Honestly, even after the PCs made their alliance with the Doom Raiders I figured the most likely outcome of this plan would be that, at some point, the alarm would be raised and then Manshoon would arrive and lower the boom. It was exciting to see the plan come together and get pulled off in defiance of all expectations.

Other options that I’ve thought could work:

  • Using disguise self spells to mimic the appearance of known Zhentarim agents and infiltrate the Towers.
  • Actually pretend to join the Zhentarim in order to gain access to the Towers.
  • Simply cut a deal with Manshoon.

What cool plan have you concocted? What have your players attempted? Did it work?

IN THE SHADOW OF THE SPIRE

Liquid light in a diamond flask was brought forth. The glowing liquid was poured across Rehobath’s brow, bathing him in its light as it coursed down over his shoulders.

A circlet of elfin gold was produced and placed upon Rehobath’s brow. As it settled into place, the liquid light flowed back up across his body, becoming concentrated in a great glowing bauble that shone forth from his forehead.

About twenty years ago now, I opened a Word document on my computer and saved it as “Fantasy Materials.” It was originally intended to be a magazine article, but it quickly became the sort of project that’s never finished because it can’t be finished. The document became a storehouse for fantastical materials: Not magic items, but rather those strange substances that can only be found where pervasive magic has changed the very substance of mortal reality.

As I wrote in the introduction to the article-that-was-not-to-be:

These are not the common materials of history or the modern world. Items of marvelous grandeur may be forged from gold and silver, but such items lack the spark of the fundamentally fantastic which even a simple blade of mithril possesses. This, then, is a catalog of things which never have been and will never be. Here there are gems which will never sparkle; trees which have never been felled; stones from quarries which will never be mined; metals which will never be forged.

They are the building blocks of a world which can live only in our imagination.

Some of the material in this article was stuff I had created out of wholecloth – like taurum, the true gold which makes common gold naught but a bauble, or wave cypress, a pale blue wood that never rots. Others, following in the grand tradition of mithril, were the result of kitchen-sinking, like Terry Pratchett’s darklight or Fritz Leiber’s snow-diamonds.

This is clearly something that Monte Cook also enjoys, as the Ptolus sourcebook includes a number of unique special materials, too. (Including the liquid light referred to above.)

The utility of this storehouse is manifold:

  • It’s an easy resource to tap when you want to put magic in the set dressing.
  • Any time you want to infuse an element of the game world with the fantastical, you can reach for this list and do so. For example, the ritual of the novarch’s inauguration is studded with liquid light (what it says on the tin), godwood (a pale white wood that glows in the presence of divine magic), and elfin gold (an alchemical admixture of gold and ruby dust with tremendous flexibility).
  • It allows you to craft structures and vistas impossible in the mundane world. For example, the lighter-than-air stone known as heliothil which makes floating towers and flying ships possible. Or the sheets of ruby crystal which can be used to create literal gemstone rooms.
  • It can be used to create fantastical challenges for high level characters. Ironwood, for example, requires adamantine axes to fell and can be used to construct incredibly sturdy doors and other structures. Or locks made of cortosis that resist magical knock spells.
  • It can provide memorable and noteworthy treasures (much like Bilbo’s original mithril shirt). For example, abyssopelagic gems that are fused in the depths of the ocean and melt at the pressures of sea level unless preserved with magical stasis fields. Or the lens of phantomglass that allows you perceive invisible spirits. Or the woven shirt of ghost grass which has the protective properties of chain.

It would be a mistake, though, to constantly fill your world with novel, never-before-seen material. The reason “mithril” resonates with meaning when I say it to you is because you have been exposed to it countless times; its redolent with lore. So the new fantastical materials you introduce to your campaigns will gain meaning over time as you reincorporate them into new contexts: The PCs encounter a statue of elfin gold, the individual strands of its metallic hair impossibly blowing in the wind. They see it used as magical circlet by Rehobath. They discover small craft-ingots of it in the alchemical laboratory of a dark elf. And so forth.

It’s great when the players recognize and truly know these fantastical materials. It’s even better when they’ve internalized them and start seeking them out: “You know what would be useful for this? Some shadow-veined rock.”

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