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Ptolus - In the Shadow of the Spire

IN THE SHADOW OF THE SPIRE

SESSION 13A: AT THE SINKHOLE’S EDGE

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

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.

But when the group decided, collectively, that there was no other path to follow, she had no hesitation in leading the way. Agnarr hammered a piton into the rock of the cavern floor and she quickly tied off one of their ropes.

Tee worked her way down the rope, reversing herself in mid-air as she came level with where the bottom of the sinkhole opened up into a larger cavern. Peering over the ceiling’s edge she found herself looking down into a long hall.

The near end of the hall, just beyond where the sinkhole was located, had completely collapsed. In the opposite direction, two enormous troughs — each running at least eighty feet along the length of the hall – were filled to the brim with the insidious olive slime. Beyond these troughs, the hall ended in a short flight of stairs and a set of double doors wrought from iron.

Tee stared into this hall for a long while, but perceived no motion or threat of danger. When she was satisfied, she reversed herself again and completed her climb. Looking up, she motioned for the others to follow.

Tor was next, and he quickly joined Tee below. But Dominic, who was to follow, had no confidence in his ability to manage the long climb. So a crude harness was furnished from another rope, and Agnarr lowered the priest to the hall below.

THE WARCASTER

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.
(more…)

Blood Terror

July 18th, 2018

Blood Terror

Blood Terrors appear to be immortal, and are often found as tomb guardians in the cyclopean barrows of the Tyrannis Gígās (the Tyrant Giants). Long mistaken for some sort of transformation of the Tyrannis’ skyldur (their human serfs or chattel), the true nature of the Blood Terrors was rediscovered when the long-forgotten Idol of the Beast was recovered among the island kingdoms of the south. What had once sealed the Beast’s connection to this world now became a conduit through which its will could be made manifest and around which new cults could arise in dim memory of a primitive and bestial past.

Blood Terrors are a pure extrusion of the Blood of the Beast. Their glistening bodies — with skin-less musculature defined by clotted coagulations — boil with a raw, powerful rage.

BLOOD TERRORS (CR 6): 60 hp (8d8+24), AC 19, claws +11/+11 (2d6+4), Save +9, Ability DC 16.
Str 16, Dex 12, Con 18, Int 10, Wis 14, Cha 10
Skills: Balance +9, Climb +11

Blood Spray (Ex): Works like a grease spell. Persists for 1 minute. Triggered as immediate action if injured. Does not affect other creatures of the Beast.

Blood Blight (Su): 1/day, exude a 20 ft.-radius mist of blood that acts like unholy blight (3d8 points of damage; sickened for 1d4 rounds). Will save halves damage and negates sickened. (Sickened is -2 to all action checks.)

Immune poison
Resist acid 10, cold 10, fire 10
Telepathy 100 ft.

This stat block is designed for use with Legends & Labyrinths. It can be used with 3rd Edition games without modification.

This material is covered under the Open Game License.

Go to Part 1

Eclipse Phase - Panopticon

ACTIVE SCANNING vs. ACTIVE SEARCHING

Since we’re discussing perception-type tests, let’s swap from passive perception tests to active perception tests for a little coda of sorts.

When it comes to active perception tests, there is a distinction between what I’m going to call searching (tossing a room, feeling for hidden seams on the wall, running your fingers under the edge of a table) and scanning (peering out into the darkness beyond your campfire, doing a manual spectrum-analysis with the ship’s sensors, holding your breath and listening intently).

This distinction between searching and scanning is one that I find most games either struggle with or ignore entirely, and I think this also reflects common GMing practice. I didn’t fully grok the distinction myself until it got repeatedly pushed in my face running the Tomb of Horrors: Trapped in a cycle of paranoia and terror, the players wanted to search for traps without touching anything (because touching it could trigger the very disaster they were trying to avoid).

In combination with passive perception, this essentially creates three tiers of perception:

  • Not actively looking. (Passive Perception)
  • Actively looking, but not physically interacting. (Scanning)
  • Actively looking while physically interacting. (Searching)

(I use the word “physically” here, but the same conceptual breakdown can apply to non-physical scenarios: For example, the difference between noticing a hostile malware attack, actively scanning a program without loading it into memory, and actively scanning a program while running it. Or unexpectedly noticing that a girl on the far side of the bar is smiling at you vs. specifically scanning a social event in order to identify the Skrull shapeshifter vs. actually joining the party and talking to people to see if you can get the Skrull to slip up.)

These conceptual tiers exist even when the system doesn’t necessarily distinguish between them, so I’ve found it useful, when approaching a new system, to give a little thought to how I want to handle them.

For example, 3rd Edition D&D distinguishes between passive perception (Listen/Spot checks) and active perception with physical interaction (Search checks). You can also have active perception at a distance if you spend an action to take an additional Listen/Spot check. For my house rules, I stated that passive Spot checks can be made against Search DCs at a -20 penalty and that Search checks could be made without physical interaction at a -10 penalty. (Collectively, this creates a zone of overlap between the skills and provides guidance for the previously uncovered zone between the two.)

DIVIDED PERCEPTION

As the example of D&D suggests, the difference between passive perception, scanning, and searching is not the only way perception skills can be divided. They are also often divided by different methods of perception (Listen vs. Spot, for example). In other cases, there may be only one skill, but it may come baked with a preconception about which sense(s) are involved in perception (Call of Cthulhu, for example, only has a Spot Hidden skill).

Regardless, I think it’s important not to get stuck on the idea that sight is the only sense that can be used to notice things. Get sound and scent and touch involved.

Also give some thought to how you can adjudicate situations in which the “wrong” sense is used to perceive something. Can you “hear” a secret door, for example? Maybe if there’s an unusual movement of air or some dim and distant sound echoing from beyond it. Normally you’d expect to detect an invisible person by listening for them, but if you were attentive enough couldn’t you perhaps notice the slight depression of the carpet beneath their feet?

In the case of D&D, I simply applied appropriate penalties for this sort of thing as the situation warranted. I eventually got tired of the divide between Listen and Spot for a number of different reasons (low utility from the division, causes problems with stealthy approaches, chews up skill points, etc.) and conflated them into a single Perception skill. This required figuring out what the effective loss of a particular sense would entail (not being able to see the invisible; not being able to hear in a zone of supernatural silence) and after some experimentation I went with a simple -10 penalty per sense you’re effectively lacking against a particular target.

Pathfinder went even further, conflating Listen, Spot, and Search all into a single Perception skill. But this actually provides something of a cautionary tale, because they failed to clearly establish a Pathfinder - Paizo Publishingmethodology for passive vs. active Perception tests, and thus rather bungled the result: If you strictly follow the rules as written, you don’t actively search for traps in Pathfinder. Perception tests default to being reactive (i.e. passive) and nothing in the rules for traps overrides that default. This does not appear to have actually been the designer’s intention, however, because, among other things, there’s a class ability which allows the Rogue to reactively notice traps they come within 10 feet of (which would be meaningless if that was, in fact, the default rule for all characters).

The point here is not that there needs to be a mechanical distinction between passive perception and active searching or between hearing and seeing or any other such division. Maybe such distinctions aren’t relevant to you or meaningful within the abstraction of the mechanics in the system you’re using. Or if there is a mechanical distinction, maybe that isn’t reflected in varying difficulty levels (as in my 3rd Edition D&D house rules). D&D 5th Edition, for example, distinguishes between passive perception and active perception (the former using a flat value vs. DC, the latter using a random roll vs. DC), but doesn’t vary the difficulty of the check based on whether you’re standing in the doorway looking into a room or actively tossing the joint.

The point is that these broad conceptual distinctions will arise naturally out of fiction-first declarations of intention and method during play, and because perception-type tasks are so ubiquitous and so frequent, you are going to want to have a very clear procedure for handling them in a way that both maximizes their effect and cleanly keeps the game moving forward.

NEXT: Social Skills

IN THE SHADOW OF THE SPIRE

Session 12C: To the Aid of Goblins

Final Fantasy VII - Allies

“The rest will be needed here. To hold the bridge,” Itarek said. “And they would not last long against the horrors that we have seen.”

Here’s something that I wish I was better at as a GM: Running NPC allies accompanying the PCs.

The internet is filled with horror stories of the dreaded “GMPC” – where the GM essentially tries to be a player in their own campaign by running a character indistinguishable from being another PC in the party. Although technically possible (and you can find a few success stories here and there), what usually happens is that the GMPC becomes the unabashed star / spotlight hog of the entire campaign and/or is used to forcibly railroad the players.

Because, frankly, the GM already controls the entire world, which should be power and participation enough for anyone. So 99 times out of 100, for a GMPC to exist there has to be some other shitty agenda motivating it in the first place.

The idea of running a GMPC isn’t just an obvious anathema to my whole ethos as an RPG gamer, I’m pretty sure it’s something I’m actually incapable of doing.

When circumstances, like those in the current campaign journal, dictate that NPCs will be allying with the PCs and traveling with them for some length of time, what generally happens is a simple, three-step process:

  1. I make an effort to make sure those NPCs are contributing and present in the group.
  2. I get distracted.
  3. “Oh, crap. Right. Robert is here. Uh… I guess he was standing in the back this whole time?”

Itarek and the other goblins in the current sessions actually work out pretty well because so much of their time onscreen is spent in raid-type or combat situations, which means that I’ve got an initiative list which constantly pushes them back into the center of my attention.

It’s odd, really, because I can successfully run incredibly complex social interactions featuring dozens of characters without a hitch. But as soon as an NPC gets firmly aligned with the PCs, it feels almost inevitable that they’re going to turn invisible.

I think there’s probably a couple of factors at play here.

First, to pat myself on the back a little bit, I am usually pushing myself to the limits of my mental gymnastics when it comes to running a game. I’m a pretty big believer in the idea that there’s always another element you could be adding to improve your game, it’s just a question of whether or not you can. So if something seems non-essential, it’s easy for it to get replaced by a different ball and fade away unnoticed.

Second, I think I have a strong, instinctual predilection towards viewing NPC allies as non-essential. One of my primary pleasures as a GM is seeing how player-driven decisions interact with the situations I’ve created in the game world. NPC allies, who should logically and naturally become part of the group’s decision-making process, aren’t just superfluous to that creative agenda, they’re actually kind of innately hostile to it.

GMPCs being anathema to my values as a gamer? I meant that pretty literally.

So whenever things heat up in the campaign, NPC allies are just naturally the first thing to get dropped in favor of almost literally anything else.

When you have a weakness like this, there’s generally three things you can do about it. First, you can steer away from it. And you will, in fact, notice that it’s a rather rare day when you’ll see me deliberately pushing scenarios in which NPCs will naturally ally with the PCs. (When allies do crop up, it’s far more likely to be because the PCs are seeking them out.)

Second, you can focus on improving it. In the case of losing focus on NPC allies, part of that is just literally focusing, of course. But you can also try other methods of keeping the NPC in the forefront of your brain. Giving them a unique miniature, for example, can help. (Although in some of the chaotic battlefields I run, they can still get lost.) An idea that just occurred to me as I was writing this: Clip a picture of the NPC ally to the inside of my GM screen so that the NPC is literally looking me in the eye. (Not sure why something so obvious has never occurred to me before.)

Third, find alternative techniques to achieve the same ends. For example, I’ll often kick an NPC ally to one of the players and ask them to run them as a secondary character if at all possible. (Often it isn’t, unfortunately, because the NPC has an independent agenda that can’t be assumed by the players, for reasons rather similar, actually, to why GMs shouldn’t be running GMPCs.) For NPC allies that are sticking around for awhile, I’ve even been known to invite in temporary players to assume the role. Having a co-GM who can focus on the areas where you’re weak can also be effective.

When you can have successes in the areas where you’re weak, of course, you’ll enjoy a real sense of accomplishment. That turned out to be the case with Itarek and his goblins, who came – as you’ll begin to see in Session 13 – to assume a very special place in the campaign.

Ptolus - In the Shadow of the Spire

IN THE SHADOW OF THE SPIRE

SESSION 12C: TO THE AID OF GOBLINS

December 2nd, 2007
The 1st Day of Kadal in the 790th Year of the Seyrunian Dynasty

In the carriage on their way back to the Ghostly Minstrel the group discussed its plans. A consensus was reached that they should return to the aid of the Clan of the Torn Ear.

And so it was, early the next morning, that they found themselves working their way back through the increasingly familiar tunnels beneath Greyson House. Passing through the vaulted passages of Ghul’s Labyrinth they made their way into the caverns of the goblins.

As they came to the cave of stalactites and stalagmites where they had first met Itarek, Tee was hailed by a goblin they did not know.

He knew them, however, and welcomed them back to the caverns of the clan. Only two of the clan were on duty here now. The true danger lay elsewhere, but the clan had an ancestral duty to guard this passage.

The goblin dispatched his fellow guard to escort them to the chieftess. Crashekka greeted them in her great hall. Few goblins were to be found there now, and she explained that nearly all of the clan had been placed as a guard upon the stone bridge.

“Have you been attacked again?” Tee asked.

“Not yet,” Crashekka told her. “But we live in fear of an assault. I am glad to see you again. Without you I fear we would be lost.”

Crashekka personally led them to the stone bridge, and there they met with Itarek. He reported to them that there had been no sign of movement within the noisome caves beyond, but no further attempt to breach them, either.

Itarek gathered to him his three finest warriors.

“Is that all that can come?” Elestra asked, with Tee translating.

“The rest will be needed here. To hold the bridge,” Itarek said. “And they would not last long against the horrors that we have seen.”

Tee nodded her understanding, and then saw to distributing the cindershards they had purchased. Each of the six companions had one strapped to their body in one way or another, and a seventh was given to Itarek.

Ten of them crossed the bridge – six from the surface world and four of the clan. (more…)

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