The Alexandrian

Lost Laboratories of Arn

November 16th, 2015

Catacombs of Alexandria

This 3rd Edition scenario was originally designed for my In the Shadow of the Spire campaign. I recently had cause to mention it while discussing the need to occasionally write-off the material you’ve prepped: Due to a series of odd events, the PCs in my campaign ended up falling in with a litorian named Wenra (who you’ll meet in detail below). At the end of one session they agreed to accompany him in exploring a dungeon complex he had recently discovered, but half of the party wasn’t firmly committed to the idea and at the beginning of the next session they managed to convince the others it wasn’t a good use of their time or resources. The rather lengthy adventure — which I had grown quite fond of — was laid aside.

The adventure itself is an adaptation of and radical expansion of two dungeons from the One Page Dungeon Contest: The Sunken Temple of Arnby Strange Stones and Escape from the Lost Laboratoriesby Wordman.

THE ARN

The Arn were a secret society during the era of the Sorcerer-Kings. (Much like the Brotherhood of the Silver Hand.) They constructed networks of underground laboratories to keep their work hidden and connected these laboratories using a teleportal network.

The Arn sect in the area around the City dabbled extensively into the chaotic magitech of the Banelord and Lithuin.

SORCEROUS BRAND OF ARN: These marked the members of the order. The branding irons can still be found in the Temple of Vehthyl (Laboratory 4).

BRONZE TABLETS OF ARN: Written in the secret arcane tongue of the Arn. Requires a read magic and comprehend languages spell, and still requires a 5/2 (failure starts over) Decipher Script check (DC 20, 1 hour per check). Each tablet generally has 1 spell on it.

THE WANDERER AND THE BEAR

Wenra is an Artathi — a member of the proud race of felinids who live on the southern continent. His animal companion is a bear named Seenmae.

Seenmae the BearWenra recently discovered a secret door in the Catacombs beneath the City that open onto a long stairway leading down to the entrance of the Sunken Temple of Arn. Finding his way blocked by water, he returned to the surface to get a potion of waterbreathing (and ended up getting several doses of gillweed, see below) and to seek out adventurous companions to accompany him in exploring the ruins (which is where the PCs come in).

Wenra believes that the sunken temple may lead to the Lost Laboratories of the Arn — elaborately concealed laboratories belonging to the arcane sect of Arn which were scattered around the City and only accessible through some sort of teleport network. (He is, in fact, right about this.)

Wenra has in his possession a red key which he believes will allow him to access the entire teleport network. Unfortunately, although it appears intact, it is actually broken. (Spellcraft DC 25 to identify the key; DC 35 to realize it’s not fully functional.)

GILLWEED: Chewing this heavily oxygenated weed allows a character to breathe underwater for up to 1 minute per dose.

WENRA

APPEARANCE: Broad-shouldered Artathi with golden fur. His mane has ribbons of blue-and-crimson threaded through it. His two front-fangs have scrollwork inking on them in the shape of a bear’s paws.

ROLEPLAYING:

  • Hunched shoulders.
  • Big laugh.
  • Gleeful about delving (which often overrides caution).

BACKGROUND: Wenra was a member of one of the Artathi hunting bands that roam the rocky land north of the city. He left his tribe and came to the City to escape a wrath oath that was sworn against him by his brother (Tyrian) for sleeping with his wife (Bithbessa).

When he arrived in the City two years ago, Wenra became fascinated with the Catacombs beneath the city. He joined the Wanderer’s Guild and threw himself enthusiastically (if not always competently) into delving.


WENRA (CR 5) – Male Litorian – Ranger 7 – CG Medium Humanoid
DETECTION – low-light vision, Perception +10; Init +1; Languages Common, Goblin, Litorian
DEFENSESAC 18 (+2 Dex, +1 Two-Weapon Defense, +5 +1 chain shirt of silent moves), touch 12, flat-footed 16; hp 61 (7d8+21)
ACTIONSSpd 30 ft.; Melee +1 battleaxe +8/+8/+3/+3/+3 (1d8+5) or +1 battleaxe +12/+7 (1d8+5); Ranged +8; Base Atk +7/+2; Grapple +11; Atk Options favored enemy (animal) +4; Combat Feats Power Attack; Combat Gear caltrops, acid (x3), antitoxin (x2), holy water (x3), potion of cure light wounds
SQ animal companion, improved combat style (two-weapon), favored environment (underground), low-light vision, wild empathy, woodland stride
STR 18, DEX 15, CON 16, INT 13, WIS 10, CHA 12
FORT +8, REF +7, WILL +2
FEATS: Improved Animal Companion, Endurance*, Track*, Improved Two-Weapon Fighting*, Power Attack, Two-Weapon Defense, Two-Weapon Fighting* (* Bonus feat)
SKILLS: Climb +8, Handle Animal +11, Heal +5, Intimidate +3, Jump +8, Knowledge (dungeoneering) +9, Knowledge (geography) +3, Knowledge (nature) +7, Perception +12, Stealth +11, Search +12, Survival +4, Swim +7
POSSESSIONS: +1 chain shirt of silent moves, +1 battleaxe (x2), backpack (caltrops (x2), candle, chain, crowbar, grappling hook, hammer, pitons (x12), 50 ft. rope, torch (x12)), bandolier (acid x3, antitoxin x2, holy water x3, potion of cure light wounds), gillweed (12 doses)

Endurance (Ex): +4 on Swim checks to avoid nonlethal damage; Constitution checks to avoid nonlethal damage from forced march/starvation/thirst, hold breath, nonlethal damage from cold and hot environments; Fort saves vs. suffocation damage. Can sleep in light or medium armor without becoming fatigued.

Favored Enemy (Ex): Gains +4 bonus on weapon damage, Bluff, Knowledge, Listen, Sense Motive, Spot, and Survival checks vs. Animals.

Favored Environment (Ex): Gains +4 bonus Hide, Listen, Move Silently, Spot, and Survival checks in Underground environments.

Wild Empathy (Ex): 1d20 + ranger level to improve animal’s reaction, resolve as Diplomacy.

Woodland Stride (Ex): Move through any non-magical undergrowth without speed penalty or damage.

Ranger Spells Prepared (CL 3)

1st (DC 12)—speak with animals


SEENMAE (CR 4) – N Large Animal
DETECTION – low-light vision, scent, Listen +4, Spot +7; Init +1
DEFENSESAC 20 (-1 size, +1 Dex, +5 natural, +5 partial plate barding), touch 10, flat-footed 19; hp 72 (6d8+24)
ACTIONSSpd 30 ft. (40 ft. w/o barding); Melee 2 claws +11 (1d8+8) and bite +6 (2d6+4); Ranged +4; Space 10 ft.; Reach 5 ft.; Base Atk +4; Grapple +16; SA improved grab; Combat Feats Run
SQ familiar abilities (link, share spells), low-light vision, scent
STR 27, DEX 13, CON 19, INT 2, WIS 12, CHA 6
FEATS: Endurance, Run, Track
SKILLS: Listen +4, Spot +7, Swim +8* (+12 w/o barding)
POSSESSIONS: partial plate barding

Improved Grab (Ex): Start grapple as free action off claw attack, no attack of opportunity.

*Skills: +4 racial bonus on Swim checks.


WENRA’S PATH

Wenra’s Path leads:

  • Through the Catacombs to a door.
  • Down a long stairway (with
  • The stairway continues down into sunken passages.
  • The sunken passages lead to Area 1 of the Sunken Temple of Arn.

Go to Part 2: The Sunken Temple of Arn

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Go to Part 1

We started by looking at how player declarations (or the lack of one in terms of passive observation) trigger the process of making a ruling. Then we broke that declaration down into intention, method, and initiation. Now we’re ready to move into the real meat of the rulings process: Resolution.

Resolution is the bridge between intention and outcome. In many ways, you can think of it as a test: The character’s intention is being tested and the result of that test is the outcome of the action. In the most basic terms, therefore, resolution determines whether the character succeeds or fails at their intention. (Although, as we’ll shortly discover, it’s not always that simple.)

DEFAULT TO YES

Banksy - Follow Your Dreams Cancelled

The easiest ruling for a GM to make is, “No.”

Player: I want to jump over the chasm.
GM: No.

Player: I want to convince the Duchess to support Lord Buckingham.
GM: She refuses to listen.

Player: I ask around town to see if there are any rumors of an ogre in the area.
GM You don’t find any.

When you use “no” everything is simple: There are no complications. No consequences. It’s clean, tidy, and definitive in its finality.

That makes it an incredibly useful tool. It’s also why you should basically never use it.

What you actually want to do is almost the exact opposite: Default to yes.

Player: I want to jump over the chasm.
GM: Okay, you’re on the other side.

Player: I want to convince the Duchess to support Lord Buckingham.
GM: She listens to your proposal and agrees to its merits.

Player: I ask around town to see if there are any rumors of an ogre in the area.
GM: Old Man Hob says that a farmer named Willis was complaining about an ogre killing his sheep last month.

“No” inherently stagnates the action. It leaves the situation unchanged. “Yes”, on the other hand, implicitly moves the action forward: It creates a new situation to which both you and the players will now be forced to respond. Now that they’re on the other side of the chasm, what will they do? How will Lord Buckingham respond to the Duchess’ unexpected support? Will the PCs hunt down Willis’ supposed ogre?

The other reason to default to yes is that, generally speaking, people succeed at most of the things they attempt. You want to drive downtown? Find some information by googling it? Book plane tickets to Cairo? Those are all things which are generally going to happen if you decide to do them.

YES, BUT…

The problem with always saying “yes”, however, is that it lacks challenge. It’s boring and it’s predictable. (It’s also not reflective of the way the world works: Failure, or potential failure, is part of life.)

This means that we need to add another tool to our repertoire: Yes, but…

Player: I want to jump over the chasm.
GM: You leap over the chasm, but as you land on the other side the floor collapses under your weight, sending you plunging down into an abyssal pit…

Player: I want to convince the Duchess to support Lord Buckingham.
GM: She listens with interest to your proposal and seems intrigued, but she wants you to promise that her ancestral rights to the Eastermark will be guaranteed.

Player: I ask around town to see if there are any rumours of an ogre in the area.
GM: Old Man Hob says that a farmer named Willis was complaining about an ogre killing his sheep last month. But as you’re speaking with him, you notice a shadowy figure watching from the corner of the tavern…

“Yes, but…” adds to the idea proposed by the player. It enriches the player’s contribution by making a contribution of your own. Unlike “no” it doesn’t negate. Unlike “yes” it isn’t predictable.

NO, BUT…

That all sounds great, right?

But what happens if what the players want contradicts the known facts of the game world? For example, they want rumors of an ogre, but you know there are no ogres in the area.

You may think that this will bring us back to “no”, but we’re not quite there yet. Generally speaking, the only time “no” is acceptable is if the intention directly contradicts the reality of the game world. So before we get back to “no”, we’re going to make a pit stop at No, but…

Player: Can I find a wizard’s guild?
GM: Yes.

Player: Can I find a wizard’s guild?
GM: Yes, but you’ll have to go to Greyhawk. There isn’t one in this town.

Player: Is there a wizard’s guild in this town?
GM: No, but there’s one in Greyhawk.

Player: Is there a wizard’s guild in town?
GM: In 1982 Berlin? No.

As you can see, No but… is in many ways just Yes, but… looked at from a slightly different angle. Where a clear distinction does exist is when the method by which the character is attempting to achieve their intention isn’t viable: “No, that won’t get you where you want to go. But here’s an alternate way you could achieve that.”

THE SPECTRUM OF GM FIAT

Collectively, let’s refer to this as the spectrum of GM fiat:

  • Yes
  • Yes, but…
  • No, but…
  • No

The reason we default to yes – i.e., default to the top of this spectrum and work our way down it – is because any requests being made by the players generally reflect things they want to do. When they say, “I want to do X,” what they’re saying is, “I would find it fun if I could do X.” And unless you’ve got a really, really good reason for prohibiting them from doing those things, it’s generally going to result in a better session if you can figure out (and offer them) a path by which they can do the things they want to do.

Sometimes they’ll reject that path. (“I don’t want to go to Greyhawk. It’s too far away.”) That’s OK. That means they’re prioritizing something else. But give ‘em the meaningful choice instead of taking it away. Choice is, after all, what roleplaying games are all about.

Banksy - Bomb HuggerAnd one of the great strengths of Yes, but… is that it’s actually quite difficult to game the system:

Player: Can I build a nuclear bomb?
GM: Yes, but you’re going to need to figure out some way to get your hands on enriched uranium. And if the government figures out what you’re doing, the words “terrorist watch list” will be the least of your problems.

(Sometimes, of course, you might be dealing with a troll player who keeps asking to fly to the Andromeda galaxy during your World War II campaign. But if that’s routinely happening, then you’ve got a problem that needs to be dealt with in ways that have nothing to do with action resolution.)

If you’re really struggling to avoid No, another useful thing to remember is that a close cousin of Yes, but… is, “Tell me how you’re doing that.” Which is basically the same thing, except that you’re prompting the player to think of their own “but”.

Player: Can I build a nuclear bomb?
GM: Okay. Tell me how you’re doing that.
Player: Well… I’ll need to find a source of enriched uranium. Can I make a Contacts check to see if one of my old Russian buddies might have a hook-up on the black market?

This last exchange also points us in the direction of the exit ramp which will carry us away from the spectrum of GM fiat: “I’m not sure. Let’s find out.”

This is the point where both the GM and the player turn collectively towards fickle fortune (i.e. the game mechanics) to seek an answer. Of course, the GM’s role is not yet complete: If resolution is the process of testing the character’s intention, then this is where the GM designs the test.

Go to Part 5

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