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Ptolus - In the Shadow of the Spire

IN THE SHADOW OF THE SPIRE

SESSION 13B: THE TRAGEDY AT THE DOOR

December 16th, 2007
The 1st Day of Kadal in the 790th Year of the Seyrunian Dynasty

Tree Sap Ooze - Robert Raeder

A sudden hush filled the long hall – the violence ending almost as quickly as it had began. But even in this unexpected lull, the threat of danger still hung thickly over them. The door may have been shut upon Ursaal, but the warcaster was still an eminent threat.

They rallied quickly, reviving the injured goblins and falling into a defensive formation that quickly moved down the hall. Agnarr, with his flaming sword, hacked through the webs that Ursaal had left behind him. Once a path had been cleared to the stairs, he and Tee climbed up to the double doors of iron.

Tee quickly inspected the doors and found that no traps had been laid upon them. She fell back into the middle of the defensive formation at the base of the stairs, leaving Agnarr alone to place his hand upon the latch and swing one of the doors open.

Beyond the doors lay a spacious hexagonal chamber illuminated by seven strangely illuminated braziers arranged in a ten-foot-diameter circle in the center of the room. The sickly green stone of the braziers was carved into the shape of writhing, amorphous tendrils reaching up to support corroded iron bowls in which sputtered foul-smelling flames.

These braziers surrounded a strange idol carved in amorphous, undulating waves. Thick sheets of dripping algae and slime coated the walls, and dark-green tentacles of the stuff dangled down from the ceiling like thick, half-congealed ropes. All of this stuff slithered and writhed – sliding about the place almost as if it were possessed of life.

Vision into the room was utterly obscured by the constantly wavering layers of gelatinous growths, but shadows could clearly be seen moving within.

As Tee and Agnarr had worked, Elestra had whispered to her python viper – instructing it to follow the scent of Ursaal. So, as Agnarr opened the door, the massive snake slid between his legs.

Agnarr moved to follow, but as his arms touched the dangling tendrils he felt waves of horrible nausea sweep through his skin and overwhelm his senses. The floor beneath him, too, seemed to reel at his tread. He lurched backwards, but the tendrils reached out as if to follow him. With a disgusted sweep of his greatsword he sliced them away.

Agnarr stepped forward again, this time planning to cut a path through the seething chaos of slime and fungus. But as he did so, the unmistakable chants of an arcanist echoed through the smoky chamber. Acting on sheer instinct, Agnarr leaped back and slammed the door shut.

A moment passed as all of them looked at each other. But then Elestra, realizing that her beloved pet was now trapped within the room, gave a sharp cry and leapt forward, shoving the door open again and crying out for the snake to return to her side. (more…)

Some of you may already be familiar with the Web DMs, but this is a really excellent overview of hexcrawl gaming.

There’s a bit of talk in the video about when hexcrawls are an appropriate structure vs. not appropriate for wilderness travel. My experience:

1. Exploration. (The “West Marches” approach.)

2. There’s meaningful consequences as a result of the navigation choices you’re making.

Anything else? Don’t run it as a hexcrawl.

When it comes to #2, the meaningful choices also need to largely be at the scale you’re running the hexcrawl at. If Moria vs. the Gap of Rohan is the meaningful choice, then 3-mile hexes aren’t the right scale. If Old Forest vs. the Road to Bree is the meaningful choice, then 3-mile hexes would probably work well.

(You might also consider the benefits of a point-crawl here if the meaningful navigation choices are actually quite limited.)

This makes for an interesting corollary to my oft-repeated comment about keying hexes: If you’ve got a lot of empty hexes or if you’re routinely keying multiple areas of interest into each hex, that’s also an indication that you’re using the wrong scale for your hexcrawl.

Blades in the Dark - Progress Clocks

Blades in the Dark uses progress clocks to “track ongoing effort against an obstacle or the approach of impending trouble.” Actions, consequences, fortune rolls, and the natural evolution of the game state can all cause the clocks to accumulate ticks (or, more rarely, lose ticks). When the clock fills up, the thing it was tracking — the state of alert in the general’s compound, a faction’s goal, the sinking of a ship — happens. Progress clocks are a quick and effective way of visualizing and tracking persistent and/or impending activities, allowing the GM to juggle more of them (allowing Blades in the Dark - John Harperfor the creation of more complicated and Byzantine scenarios), clearly communicating the current state of affairs to players, and (rather crucially) giving a flexible mechanical structure that the players can engage with in order to affect those game states.

I’ll probably have more to say about progress clocks and countdown clocks and similar mechanics at the some point in the future (probably as part of the Art of Rulings), but at the moment I’m gearing up to a run a Blades mini-campaign and so I’m focused on the actual tools involved in using them. I like to do my campaign prep primarily on my computer (I think best with my keyboard), and since like 90% of Blades in the Dark is either assigning a progress clock or tracking a progress clock, I wanted digital resources for doing so. And I was actually surprised to discover that these resources did not, in fact, already exist. (Or, at least, my Google-fu was unequal to the task of locating them.) So I ended up creating them scratch, and now I’m sharing them here.

IMAGES

Blades in the Dark uses a 4-segment clock for complex obstacles, a 6-clock for more complicated obstacles, and an 8-clock for daunting obstacles.

The zip file below contains a full set of images in both both SVG and PNG formats for each clock (ranging from empty to full).

FONT

The file also contains a TTF, EOT, and WOFF font files for the clocks. Use the following characters with the fonts, from empty clock to full clock:

4-CLOCK: A B C D E

6-CLOCK: a b c d e f g

8-CLOCK: 0 1 2 3 4 5 6 7 8

(This information is also contained in a text file in the zip.)

Permission is granted to use these resources for all commercial and non-commercial use, as long as credit is given.

PROGRESS CLOCKS – FONTS AND IMAGES

(zip file)

A common form of mapping for RPG cities is the block map. For example, here’s the city of Kintargo from the Hell’s Rebels adventure path:

Kintargo - Sample Map (Hell's Rebels - Paizo)

A common mistake when looking at such a map is to interpret each individual outline as being a single building. For example, when I posted a behind-the-scenes peek at how I developed the map for the city of Anyoc years ago, a number of people told me I’d screwed up by leaving too much space between the buildings. Except the map didn’t actually depict any individual buildings: Each outline was a separate block, made up of several different buildings.

When people look at a block map and interpret it as depicting individual buildings, how far off is their vision of the city?

Well, we can actually see this exemplified in a few cases where artists have (in my opinion) misinterpreted block maps. Blades in the Dark, for example, has a block map for the city of Duskwall. Below you can see a sample of that block map (on the left) next to a block map of a section of Paris (on the right).

Block Maps - Duskwall & Paris

If it was not self-evident, the interpretation of the Duskwall map as a block map is supported by this description of the city from the rulebook:

The city is densely packed inside the ring of immense lightning towers that protect it from the murderous ghosts of the blighted deathlands beyond. Every square foot is covered in human construction of some kind — piled one atop another with looming towers, sprawling manors, and stacked row houses; dissected by canals and narrow twisting alleys; connected by a spiderweb of roads, bridges, and elevated walkways.

You can see that if you interpret Duskwall’s map as detailing individual buildings, the layout of the city actually becomes far more organized and well-regulated than seems intended by the text. This is, in fact, a common problem when GMs misinterpret block maps: Their vision of the city, and the resulting descriptions are heavily simplified.

For example, when Ryan Dunleavy decided to develop a large version of the Duskwall map, he interpreted each block on the map as being an individual building (or, occasionally, two). Compare the resulting illustration of a single block in Duskwall (on the left) to what a single block in Paris (on the right) actually looks like:

Duskwall Block vs. Paris Block

 

(Please don’t interpret this as some sort of massive indictment of the artist here. Ryan Dunleavy’s cartography is gorgeous, and I recommend backing his Patreon for more of it.)

You can see another example of this with Green Ronin’s Freeport. When first revealed to the world in 2000’s Death in Freeport module, the city was depicted using a rough block map:

Freeport - Merchant District (Death in Freeport)

In 2002, for the original City of Freeport, this was redone with most of the blocks being represented as individual buildings:

Merchant District - Freeport (City of Freeport - Green Ronin)

The map was redone again for The Pirate’s Guide to Freeport, this time reinterpreting the original outlines as a block map:

Freeport - Merchant District (Pirate's Guide - Green Ronin)

I pull out this example primarily to point out that sometimes a block map outline IS, in fact, a single building. Because some buildings are really big. Or, in other cases, they might represent walled estates, as shown here with the estates along the western edge of the map.

And here’s a real world example of this from Paris with both the Grand Palais and the Petit Palais:

Paris - Grand Palais & Petit Palais

(click for larger size)

The north-south cross section of the Grand Palais is fairly comparable to the Parisian block shown above.

CONCLUSION

My point with all this basically boils down to don’t mistake the map for the territory. One of the great advantages of the block map approach to city mapping is that it leaves so much to the imagination, allowing both you and your players to lay in immense amounts of fractal complexity onto a simple geometric shape.

(Which is not to say that block maps are the be-all or end-all of utility at the gaming table. You can take my copy of Ed Bourelle’s Ptolus map when you pry it from my cold, dead hands.)

And when you miss that opportunity — when your mental image of the block map reduces each geometric shape to a single building — you’re robbing the city of its grandeur, its complexity, and its flexibility.

Take a moment to go back and look at the map of Kintargo, for example. Imagine what that city would look like if each block were, in fact, a single building. What you’ll probably end up with is a modest city still possessed of some good degree of size. But what you should actually end up with in your mind’s eye is this:

Kintargo - Hell's Rebels (Paizo)

IN THE SHADOW OF THE SPIRE

Session 13A: At the Sinkhole’s Edge

Sun Tzu said:

As for deploying the army and fathoming the enemy: (…) After crossing rivers you must distance yourself from them. If the enemy is forging a river to advance, do not confront them in the water. When half their forces have crossed, it will be advantageous to strike them. If you want to engage the enemy in battle, do not array your forces near the river to confront the invader but look for tenable ground and occupy the heights.

Having some basic tactical acumen is a skill which I think is simultaneously overvalued and undervalued for Game Masters.

The Art of War - Sun Tzu (tran. Ralph D. Sawyer)Undervalued in part because there’s a prominent segment of the hobby that snootily holds its nose in the air and tries to draw a line between “roleplaying” and combat. (Which is weird, because mortal danger is a thing which artists have used to explore character since the dawn of narrative, and it feels more likely that you just aren’t very good at using combat in your roleplaying games than it is that roleplaying games are this special snowflake in which heightened stakes don’t have the same effect they do everywhere else.) And also because some gamers don’t feel that tactical knowledge is useful unless you’re playing a game with lots of “tactical rules”. (Whereas, in my experience, the less mechanical support you have for tactics, the more important it is for the GM to be familiar with them.)

Overvalued because there’s another segment of the hobby which places tactics on kind of a holy altar above all other concerns. (And there’s a chunk of this group which is not really interested in actual tactics at all, but rather in a very specific flavor of mechanical manipulation. A surprising number of these don’t actually spend much or any time playing at all, but do enjoy spinning spherical cows whenever they get the chance.) I’ve even met would-be GMs who don’t take the plunge because they believe they need to be able to match tactical wits with their players and feel as if they won’t be up to the task.

The thing about tactics in an RPG when you’re the GM is that there are four simple truths which make your relative tactical mastery (compared to the players) almost irrelevant:

  1. Just keep throwing more bad guys at the problem until you reach a tactical equilibrium. Maybe some other GM could challenge your players with five bad guys and you need nine of them. It doesn’t matter because (a) that other GM isn’t here and (b) you’re successfully challenging them.
  2. If your players create some tactical conundrum that you can’t figure out how to overcome, simply have your NPCs do whatever it is that they’re doing. Your players will show you how to beat their own best tactics.
  3. Encounters are cheap and your failure is the group’s success. You don’t want every encounter to be a pushover, but if you avoid the My Precious Encounter™ method of prep (and you should anyway, right?) then nothing of real value is “lost” if you throw up the occasional tactical dud, particularly since your players will be cheering their victory as they move on to the next encounter.
  4. You’ll get better with practice.

And as you get better with practice, you will find that some basic tactical acumen is valuable to have tucked away in your GM’s toolkit. When applied properly, it creates more interesting and varied encounters. Tactical thinking is, ultimately, creative thinking. And by presenting a variety of tactics, you will provoke creativity in your players.

The good news is that, in my experience, a little bit goes a long way here. Whole libraries full of books have been written about tactics, but in practice you only need a handful of basic techniques. (This is particularly true because you can dial difficulty with the number of opponents in addition to your own tactical genius.)

HALF ACROSS THE RIVER

As Tee was working to release Dominic from his harness, however, Tor suddenly gave a cry and drew his sword: The troughs of ooze were beginning to undulate. Tee whirled and drew her dragon pistol, blasting at the surface of the trough to her left. As she did so, the motions of the ooze became great waves which sickeningly shuddered their way from one end of the troughs to the other.

Here’s one such tactical technique: Engage the PCs when half of them have crossed the river.

This doesn’t have to be an actual river, of course. In the current session the “river” is the rope the PCs are using to climb down into the sinkhole: Tee and Tor climb down the rope and then, just after Dominic has been lowered but before he’s released from the harness, the oozes attack. Tee and Tor have crossed the river; Dominic is in the water; and the rest of the party (plus their goblin allies!) are still on the far side of the river.

There was a similar dilemma – also featuring height – back in Session 11 (when the PCs needed to climb down into the ruined fungal garden).

This tactical technique creates a great deal of complication at the very beginning of the fight. It can prevent PCs from achieving their ideal or “clean” engagement (whether that’s something they’ve carefully planned out or just the routine which has become habitual for them). It also forces the PCs to deal with whatever the “river” is dynamically while under the intense time constraints which are naturally part of the combat system.

A couple of things to keep in mind when using this technique:

First, don’t attack too soon. If you attack as soon as the first PC crosses the river, it can be too easy for them to pull back. Let several of the PCs commit themselves across the transition and then attack (from hiding, from the next room, from the Ethereal Plane, whatever). Roughly half the party is a good rule of thumb, but won’t necessarily apply in all circumstances.

Second, remember that the attack can also target the characters who haven’t made the transition yet. You can even occasionally have bad guys hit both sides of the “river” simultaneously. (This can create a tougher fight, but can, paradoxically, actually result in less tactical complexity, as the PCs will usually just settle into two largely separate fights on each side of the “river”.)

Third, make sure that the bad guys take advantage of the “river” to best effect. (If it’s a literal river, for example, maybe they push the PCs into it when they charge.) This works particularly well if the bad guys have special abilities that are enhanced by the “river”, take advantage of the “river”, or allow them to ignore the “river”. (This often happens naturally in fantasy settings because bad guys are often themed to their environment; oozes in a cavern of ooze, for example.)

SETUP

There was trepidation among those standing at the edge of the sinkhole and surrounded by rotting fungus, sickly slime, and malformed corpses. Tee, in particular, harbored deep misgivings. To her the sinkhole was filled with a horrible foreboding and a sense of nameless doom.

Unless the bad guys are proactively pursuing the PCs, I tend to spend little or no time prepping tactics for them ahead of time. I find it leads to a lot of wasted prep and I think it’s simply far more interesting to tactically react in real time to what the PCs are doing. That’s one of the reasons this sort of Swiss Army knife of tactical techniques is so useful: You just spin out whatever’s appropriate while actively playing the NPCs.

SharkThis particular technique is great because it often doesn’t require any setup at all. The PCs will usually do it to themselves. You can see that with the rope in the current session. If you think back to the near TPK in Session 7, that was due to the players allowing themselves to become sufficiently separated in featureless water that they had effectively “crossed the river” and could only reach each other with time-consuming difficulty.

Later in the campaign, the group got their hands on a ring of teleport. I was initially concerned that easy, unlimited access to teleport magic might be too powerful for where the campaign was at. But since the entire party can’t teleport in a single use of the ring, it turns out the more aggressive they get with using the ring tactically, the more likely they are to “cross the river” as the characters in the initial teleport desperately try to maintain a beachhead during the long rounds it takes for the wearer of the ring to cycle back and forth. (Or, conversely, hold out during the teleport-enabled retreat.)

So all you need to do is keep your eyes open: When the PCs have stretched themselves out and effectively separated themselves across a barrier requiring time, effort, or both to cross, that’s your “river”. And that’s when the bad guys should attack!

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