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February 8th, 2024

Justin Alexander @ Green Dragon Fest

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DISCUSSING
In the Shadow of the Spire – Session 34C: Back in the Tower Again

Tee slapped Elestra out of her hypnotic trance and then headed for the door.

“Tee! Wait!” Elestra called. “Help me finish off the whatsit!”

The quasit popped out of thin air and raked at Elestra’s throat, sending blood pouring down her chest. It hissed with a sneer. “Don’t call me a whatsit!”

Tor retreated back into the tower. Dominic, having finally freed himself from Ibulli’s web, infused him with a wash of divine energy that closed his wounds and soothed his battered limbs and then sent him back into the fight outside.

Ibulli flew down from above.

“She’s flying now!” Elestra cried. “That’s not fair!”

We’ve previously discussed the value of developing a toolkit of basic tactical techniques as a GM — e.g., in Half Across the River and Hear the Reinforcements. The technique that I’m referring to as an ornate checkpoint is actually one that I first discovered while running this specific adventure designed by Monte Cook.

The basic idea can be seen in Area 3 on the dungeon map:

Ptolus: Night of Dissolution - Old City Map (Edited) - Monte Cook Games

This tower creates a chokepoint between Area 1 and Area 5. A similar effect, of course, could be created by just having a single door leading directly from Area 1 to Area 5 (as we discussed at greater length in Battles at the Door during the previous session), but in practice, the fact that Area 3 is a distinct liminal space had a profound impact on the complexity of the tactics that both the PCs and NPCs were able to employ.

Meanwhile, below, Tor threw himself against the tower door and burst it open. The inside of the tower was bereft of interior walls with a floor of sandy, hard-packed dirt. A broken staircase wound its way around the inner wall of the tower, up to a trapdoor in the ceiling above.

By the time Tor burst in, Gavele had already crossed the entire tower (with seemingly preternatural speed). Tor and Agnarr raced to catch her, but she managed to wrench open the far door, slip through it, and slam it shut behind her.

The effect was further enhanced by the vertical design of Area 3. This included windows looking out into the other areas, which created unusual multiple access points. The staircase and webs also made Area 3 an interesting tactical arena in its own right, and the presence of Area 4 above actually made it a multi-directional chokepoint.

Take all of these elements together, and you can easily see both the opportunities and challenges that are created for the PCs.

Of course, this works best when you’re running the dungeon as a theater of operations, and you can see that during this fight, with the PCs engaging foes across Areas 1, 3, 4, 5, and 7, with additional reinforcements also coming up from the south. (And Area 7 is a multi-level area in its own right.)

Here are a few random tips I’ve learned while designing and running ornate chokepoints:

  • They don’t have to be ultra-complicated. In fact, they don’t need to be complicated at all.
  • Personally, I find the imagery of an “airlock” useful. The ornate chokepoint is the transition between two much larger and more complicated regions of the dungeon.
  • You might find the idea of the ornate chokepoint being a “pivot” more evocative. Sometimes I think of it as a “gravity well,” with the focus of the dungeon being drawn into the chokepoint.
  • For the ornate chokepoint to truly come alive, you’ll want to make sure to challenge the PCs from multiple directions. If you don’t, the ornate chokepoint will usually just collapse back into a simple doorway. (For example, imagine if the PCs in this session weren’t being harried by aranea and quasits from Area 4. The dynamics of the fight would have collapsed into the doorway between Areas 3 and 5. That’s not necessarily a bad thing, of course, particularly if the PCs have earned their victory on one of the fronts.)
  • This, of course, can also be very dangerous, since it can easily result in the PCs being cut off from retreat. (That’s one the tactical challenges of the ornate chokepoint, but doesn’t make it any less catastrophic if the fight turns against them.) This is where designing the ornate chokepoint as a multi-directional chokepoint can be very useful: You can pressure them from two directions, while still giving them the opportunity for escape along a third.
  • Often you’ll discover – or the players will force you to discover! – an ornate chokepoint during play. This will happen more often if you make sure random encounters can approach the PCs from any direction (most notably, the rear), particularly if those encounters are being triggered due to the noise from combat.

Of course, not every ornate chokepoint you include in a dungeon will automatically become an Epic Fight Scene™. But scatter a few of them around the place, run dynamic fights across a theater of operations, and see where the game takes you!

Campaign Journal: Session 34DRunning the Campaign: Combat Verticality
In the Shadow of the Spire: Index

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

SESSION 34C: BACK IN THE TOWER AGAIN

January 5th, 2009
The 18th Day of Kadal in the 790th Year of the Seyrunian Dynasty

THE DWARF AND THE RATS

An unnoticed door down the northwestern passage swung open. Agnarr and Ranthir were the only ones who could see a bald dwarf with a bushy black beard and eyebrows emerge. He was muttering under his breath as he circled around the melee raging in the middle of the chamber and ran towards the partially excavated building.

The others were distracted by the quasit, who had reappeared once again and attacked Tee, poisoning her just as it had Elestra. Agnarr did his best to cut the dwarf off, but the thralls were blocking him.

The dwarf wrenched open the door of the building. “Rouse yourselves! Get out here and fight!”

“We only take orders from Gavele, dwarf!”

“Gavele is dead you fools!”

Agnarr wasn’t sure what to do. He was still facing two of the thralls and now there were unknown reinforcements coming. He tried to cheer himself with the thought that Gavele’s men – whoever they might be – would be frightened off by the news of her death.

It was a thin hope, but a better one was coming: Tor returned, charging into the flank of the thralls.

The charge came close to routing them, but then a ratling and a ratbrute emerged from the building. The ratbrute was unslinging a greatsword of leviathan proportions while the ratling lowered another of the dilapidated dragon rifles and—

“Two hundred gold pieces for each of you if you attack the dwarf instead!” Dominic was still struggling in the goopy web, but he shouted out the offer in a voice laced with sincerity.

The ratling hesitated. Then he turned to his companion with a sly grin. “I never liked that dwarf anyway.”

The ratling started to lower his rifle and turned back towards the building.

“TRAITOR!” the ratbrute cried in a thick, lumbering voice. It brought its greatsword crashing down towards the smaller ratling, who barely managed to turn the skull-crushing blow into a merely laming shoulder wound.

The ratling stumbled back, shooting at the ratbrute with his rifle. The shot went wild, but a second shot – coming from the interior of the building – struck the ratbrute in the chest. The stench of burning rat fur filled the air.

MEANWHILE, IN THE TOWER…

Elestra had freed herself from the webs and moved to help cut Tee from hers. But the quasit reappeared again, its vicious claws slashing at her legs.

Ranthir drew his crossbow and fired at it, but it was too small and too quick. Elestra, however, managed to stab it with her rapier. It clutched at its chest, hissed at her, and disappeared.

“It won’t be gone long!” Ranthir cried. “It’s a quasit and the wound was already healing.”

“A whatsit?” Elestra asked.

“A quasit,” Ranthir said. “A minor demonling.”

Tee, meanwhile, had finished cutting herself free. She and Elestra turned their attention to the ceiling and started firing at the spider-thing.

But Ibulli was weaving her spells again. A twisting pattern of subtle, shifting colors erupted from the air in a hypnotic dance of multi-colored light. Tee wrenched her eyes away from it, but Elestra’s gaze became arrested by the display – she stood helpless, swaying gently from side to side.

Ibulli seized the distraction to scuttle back into the safety of the upper level of the tower.

RATBRUTE MELEE

While the ratmen had fought amongst themselves, Tor and Agnarr had managed to finish off the venom-shaped thralls. Now, however, another of the ratbrutes had pushed its way out of the partially excavated building.

Meanwhile, the dwarf had reappeared on the roof of the building. He summoned another of the flame-eyed rats and used it to harry Tor while the ratbrutes moved in from the other direction.

Agnarr turned and raced towards the building, trying to leap up to where the dwarf stood. He came up short, jumped again, and this time managed to grab onto the edge of the roof.

The dwarf, seeing him coming, ran down the length of the building and jumped off, landing behind the ratbrutes. Yanking out a scroll he used its magicks to heal the wounds that Tor had been inflicting on the ratbrutes.

Agnarr shrugged and dropped back down to the floor of the cavern. He ran down along the length of the building, trying to circle the ratbrutes and reach the dwarf.

Unfortunately, at that very moment, one of the brutes cut through Tor’s defenses and ripped open a gaping wound in his chest. In a spray of blood it carried its swing around and struck Agnarr in the back, opening a huge gash across the barbarian’s already abused shoulders and sending him stumbling forward. As a result, Agnarr’s own swing went wild and the dwarf was able to retreat back down the wide hallway running to the south.

BACK IN THE TOWER AGAIN

Tee slapped Elestra out of her hypnotic trance and then headed for the door.

“Tee! Wait!” Elestra called. “Help me finish off the whatsit!”

The quasit popped out of thin air and raked at Elestra’s throat, sending blood pouring down her chest. It hissed with a sneer. “Don’t call me a whatsit!”

Tor retreated back into the tower. Dominic, having finally freed himself from Ibulli’s web, infused him with a wash of divine energy that closed his wounds and soothed his battered limbs and then sent him back into the fight outside.

Ibulli flew down from above.

“She’s flying now!” Elestra cried. “That’s not fair!”

THE BATTLE TURNS AGAINST THEM

Tee, now outside the tower, levitated into the air and tried taking potshots at the ratbrutes… but the dwarf, having safely retreated down the hall from the melee but still with a clear line of sight, started summoning fiery-eyed hawks with metallic, razor-sharp feathers to harry her. Their cruel beaks and claws took bloody gouges of flesh out of her.

Ranthir, seeing that Tor and Agnarr were both badly wounded and struggling against the ratbrutes outside, poured an invisibility potion down Dominic’s throat. “Now go heal some people!”

Agnarr was knocked from his feet. Feeling Dominic’s invisible, healing touch, he tried to get back on his feet… and was knocked right back down again.

A few moments later, Tor managed to take down one of the ratbrutes, but the other – with a howl of rage – smashed his blade into Tor’s armor with enough force that he felt blood in his mouth. Tor managed to barely turn the next blow so that the flat of the ratbrute’s sword hit him instead of the edge (which would have decapitated him), but the blow still had enough force to knock him to the ground.

And then the ratbrute’s sword plunged down, pinning him to the blood-soaked dust.

Dominic, still invisible, left Agnarr’s side and hurried quickly to heal Tor before it was too late.

Meanwhile, back in the tower, Ranthir had been preparing himself to counter Ibulli’s magic. But instead of casting another spell, Ibulli swooped down at him. He stumbled backwards… but not fast enough. The creature’s venomous fangs closed on Ranthir’s shoulder. He collapsed, frothing at the mouth.

As Ranthir fell, Elestra managed to injure the quasit again… and, once again, it disappeared.

Running the Campaign: Ornate Chokepoints Campaign Journal: Session 34D
In the Shadow of the Spire: Index

GM v. Players / Man v. Woman - Lightfield Studios (Edited)

DISCUSSING
In the Shadow of the Spire – Session 34B: Webs of Ambush and Betrayal

Tor, scarcely slowed by the lightning that had seared him, reached the spider-like creature. He cut a gash along its other side, causing it to cry out. “Gavele! Help me!”

Gavele shook her head. “You’re on your own Ibulli!” She slammed the door shut – thwarting Tee, who had just bounded back to her feet once again.

“Damn you, bell bitch!” The spider-thing skittered up the wall of the tower.

In most RPGs, the players form a team that works together to overcome the challenges that the game world presents to them. The world, of course, is created, controlled, and played by the GM.

This means, of course, that there’s a fundamental opposition between the players and the GM at the table. Yes, the GM is also acting as a neutral arbiter. And, yes, there are other layers of interaction in which the GM and the players are all cooperating towards a common end.

But this doesn’t mean that the opposition doesn’t exist. It just means that, like a high-grade steel, it is tempered and alloyed.

Of course, when the opposition is NOT tempered and kept in balance, all kinds of bad stuff can happen at the table.

One of the most dramatic examples of this is the antagonistic GM or killer GM, who believes their job is to crush, mangle, and destroy the PCs in the name of “challenging” them. This doesn’t work, of course, because the GM controls the world, making it trivial for them to destroy the PCs if that’s their goal.

But there are subtler traps that this fundamental opposition can trick us into as a GM.

For example, it’s quite easy to accidentally transition from GM vs. players to world vs. players.

But the game world, of course, should be more fractured and complicated than that. All of your NPCs may have their actions masterminded by a single puppeteer, but they don’t know that!

I’ve previously talked about how you can place your PCs into a nest of friendly factions, but you can get equally interesting play by making sure your enemies are factionalized, too. (And the difference between friend and foe, of course, may be anything but clear.)

Having enemy factions working against each other can provide a rich engine for generating new scenarios in your campaign. For example, think about how a police force needs to respond to a gang war. Or the opportunities for created for shadowrunners during a hostile corporate takeover. Or the infinite skullduggeries unleashed during a political campaign.

The friction between factions also provides all kinds of grist for the roleplaying mills, as can be seen in the interaction between Gavele and Ibulli above. PCs can obviously also be drawn into these interactions, whether to choose a side, negotiate a peace, or simply try to weather the storm.

Even better, PCs who learn about these divisions and rivalries will have the opportunity to take advantage of them! Dominic, for example, does so in a rather blunt (but nonetheless effective) fashion:

The charge came close to routing them, but then a ratling and a ratbrute emerged from the building. The ratbrute was unslinging a greatsword of leviathan proportions while the ratling lowered another of the dilapidated dragon rifles and—

“Two hundred gold pieces for each of you if you attack the dwarf instead!” Dominic was still struggling in the goopy web, but he shouted out the offer in a voice laced with sincerity.

The ratling hesitated. Then he turned to his companion with a sly grin. “I never liked that dwarf anyway.”

The ratling started to lower his rifle and turned back towards the building.

“TRAITOR!” the ratbrute cried in a thick, lumbering voice. It brought its greatsword crashing down towards the smaller ratling, who barely managed to turn the skull-crushing blow into a merely laming shoulder wound.

The ratling stumbled back, shooting at the ratbrute with his rifle. The shot went wild, but a second shot – coming from the interior of the building – struck the ratbrute in the chest. The stench of burning rat fur filled the air.

As can also be seen directly in this session, adding faction-based play to a dungeon can deeply enrich the experience, adding whole new dimensions to your scenario.

Along these lines, you may also want to check out Keep on the Borderlands: Factions in the Dungeon.

Campaign Journal: Session 34CRunning the Campaign: Ornate Chokepoints
In the Shadow of the Spire: Index

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