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Ptolus - In the Shadow of the Spire

IN THE SHADOW OF THE SPIRE

SESSION 14B: MALKEEN DAWNING

January 5th, 2008
The 4th Day of Kadal in the 790th Year of the Seyrunian Dynasty

It was still the dark of night when Tee woke up to find Malkeen Balacazar in her room.

Ptolus - Malkeen BalacazarThe crime lord was sitting on the chair in the corner, the light of the bedside lamp that he must have lit casting shadows that turned the star-tattoo across his eye into a pit of darkness. “Good morning, Tee.”

Tee’s heart was trying to pound its way out of her chest. “What are you doing here?”

“I thought we had an arrangement, Mistress Tee.” Malkeen’s voice was hard and cold. “I would let you and your friends live, and you would never interfere in my business again.”

Tee glared. “And we haven’t.”

“Then explain this.” Malkeen flicked his wrist, throwing a piece of paper onto Tee’s bedcovers. It had been crumpled, burned around the edges, and badly water damaged – but Tee recognized her own handwriting. It was the note that she had written and left for Dullin at the Cloud Theater.

“Dullin was connected to you?”

“My nephew. You didn’t know?”

Tee shook he head.

“Then why were you trying to contact him?”

“We thought his life was in danger.” Tee took a deep breath, and then spilled out the story of finding the note in Helmut’s house. (Although she was deliberately vague on the details of exactly why they were in the house.)

“Do you still have this note?”

“No, but I made a copy.”

“And do you have the copy?”

She did, and was able to produce it from her bag of holding. Malkeen inspected it closely, then folded it and slipped it into a pouch on his belt. “I’ll take this with me and investigate thoroughly. And I’ll be keeping an eye on you. I hope, for your sake, that we will have no more misunderstandings.”

“So do I,” Tee said. And meant it with all her heart.

Malkeen smiled coldly and then disappeared into thin air. (more…)

IN THE SHADOW OF THE SPIRE

Session 14A: Many Unhappy Returns

When Ranthir awoke, he quickly prepared the magical rites he would need to analyze and identify the equipment they had taken from Morbion. Much of this proved to be magical, but perhaps the most valuable were the finely-crafted boots he had worn. These had been enchanted with a levitation charm.

I think managing your gear is an important (possibly essential) part of Dungeons & Dragons. I don’t think it should be a painful or belabored process (and have even gone so far as to create house rules to streamline gear management), but both the balance of the game and its narrative dynamic are driven by PCs managing their equipment.

Some people may think that sounds like a strange idea, but the current session offers a couple good examples of what I’m talking about.

The first, which I already talked about briefly in “Treasure With Context”, is the orrery: A valuable treasure which is difficult to remove from the dungeon due to its bulk. If you were in a campaign that tended to just gloss over matters of encumbrance, it might be simple to simply handwave this away, too. “Once the complex is cleared, you’re able to figure out how to extract the orrery and sell it. Add X amount of gold to your bank account.”

But because there are structures and expectations in place, this campaign defaults to the players needing to figure out exactly how they’re going to solve this problem. The solution they came up with (selling the location of the artifact instead of the artifact itself) was incredibly clever, and thus both entertaining and rewarding in itself. But it also pushed the PCs to enter into an arrangement/alliance with a powerful noble family. That sort of thing has consequences.

Eventually, however, Tee was able to use the boots to reach the high cavern and confirm that there was, indeed, a cindershard outcropping there. Tee threw a rope and grappling hook down to her companions below, allowing Agnarr and Tor to climb up and join her in harvesting the crystals.

The second is the cindershard expedition: Notice that overcoming the challenges preventing them from harvesting the crystals couldn’t be easily overcome until they were properly equipped. Realizing that you aren’t currently carrying the right tools for the job will force a group to disengage and then, importantly, re-engage with the dungeon. Or it will force them to improvise around the lack. Either option will tend to create multi-faceted interest in the form of both challenge and drama as the groups deals with either the immediate jeopardies involved with improvising around missing equipment or dealing with the strategic complexities (and evolving narrative) that comes from leaving and then returning to the dungeon.

Dungeon expeditions are, above all, expeditions: It is a prolonged journey into a dangerous unknown where you are, for the duration of the expedition, cut off and unable to resupply from civilization. The decision to take resource X will unlock certain experiences, but comes at the expense of taking resource Y (which would have unlocked different experiences).

And if you look at Dungeons & Dragons from 1974-2008, the structures of the game are all ultimately focused on (and balanced around) the strategic elements of expeditionary play. While D&D is flexible enough that you can do many different things with it, the further your get from expeditionary play – the further you drift from Arneson’s and Gygax’s expected play – the more mechanical problems you’re going  to find cropping up.

OTHER DYNAMICS

This is often mistaken for one-true-wayism. That’s not the case. Gear management is rewarding for D&D’s dynamic; it often isn’t rewarding for other play dynamics.

Blades in the Dark, Blades in the Dark - John Harperfor example, focuses on criminal crews performing scores. Such scores are generally intended to be (and usually work when they are) one-shotted. You don’t want to disengage and then reengage with them; you want to run them.

To create challenging and drama-filled runs, Blades’ game play is built around two pillars: First, improvisation and retroactive planning. Second, ticking clocks and resource ablation that pushes the PCs to the wall and makes them hurt. The game, therefore, uses an equipment system in which you select a specific Load before each score. The Load determines how many useful items of gear your character is carrying (3 for a Light Load, 5 for a Normal Load, etc.), but you don’t have to decide exactly what those items are until you use them. (Thus you can improvise freely by simply declaring that you planned for and brought exactly the right item for this circumstance, but are also faced with the possibility of running out of Load slots, leaving you unequipped for the next challenge.)

Another example is Trail of Cthulhu, which has a Preparedness skill. As long as an investigator has access to their kit, they can make a Preparedness test to see whether or not they have a particular piece of equipment. This is desirable in Trail because the game’s focus is the investigation; periodically putting the investigation Trail of Cthulhu - Kenneth Hiteon hold in order to prepare an equipment list doesn’t enhance the core game play, it distracts from it. You want to move from getting a clue to seeing the payoff from the clue; you don’t want to pause between those two points for an equipment break.

Why couldn’t you just takes Blades-style Loads or Trail-style Preparedness and graft them onto D&D?

Well, you could. But as I alluded to above, equipment management in D&D is only one of the ways in which the game is designed for an expeditionary dynamic: Wizard spell slots, long-term hit point ablation. The game was built on mounting expeditions into the dungeons below Castle Blackmoor, and virtually all of the core game play that isn’t built around a combat simulator is built around those expeditions. Tearing out one chunk of that game play and replacing it with something else isn’t going to single-handedly change the nature of the game. You’re going to end up with a mechanical chimera. One that may, or may not, work out.

(But, if you don’t give careful thought to the actual effect you’re trying to achieve, is more likely not to.)

Ptolus - In the Shadow of the Spire

IN THE SHADOW OF THE SPIRE

SESSION 14A: MANY UNHAPPY RETURNS

January 5th, 2008
The 3rd Day of Kadal in the 790th Year of the Seyrunian Dynasty

They returned to the surface just as the sun was slipping behind the Spire. They walked home in the Spire’s shadow, arriving as true evening fell and Ptolus’ second dusk began.

They weren’t sure when they had begun to think of the Ghostly Minstrel as home, but as they washed their bloody clothes and bodies in the stables, that’s how they thought of it. And all of them were looking forward to a long and well-deserved sleep in their own beds.

Ptolus - The Ghostly MinstrelBut before they could get there, Tee voiced a thought that was on many of their minds: “We need to talk.”

“Can it wait until morning?” Elestra asked. “Breakfast?”

Tee shook her head. “No. We need to talk now.”

They retired to Elestra’s room – the room that had once been Agnarr’s. Once the door was shut behind them, Tee turned to face Elestra: “What happened down there… That can’t happen again. You nearly got us all killed.”

“It’s not that simple,” Elestra protested. “My snake—“

“It is that simple. That door had to be closed. Agnarr knew it. And you kept opening it.”

Agnarr nodded, and then Tor joined in: “And this isn’t the first time. This is life and death. You have to be focused. If you ever put us in that situation again, I’ll kill you myself.”

“I don’t know about that,” Tee said.

“Better one of us than all of us,” Tor said bluntly. “Dominic can always heal her wounds if we survive.”

Tee didn’t have a response for that. She turned back to Elestra. “Look, you say you care about your snake, but you keep sending it into dangerous situations. And its gets us all in trouble.”

“I understand that,” Elestra said. “But what am I supposed to do?” (more…)

Ptolus - In the Shadow of the Spire

IN THE SHADOW OF THE SPIRE

SESSION 13D: A TIME OF TRAGIC REST

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

Dominic had watched the duel between Itarek and Morbion through a haze of dull pain and desperation. It was taking all the strength he could muster merely to keep Itarek on his feet, and he couldn’t understand why Morbion didn’t simply strike him down and ensure his victory.

When it was finally over and Itarek turned to weep over his comrades, Dominic turned to his own comrades and began the rites to heal their broken bodies.

When it was done, all of them – Dominic, Agnarr, Ranthir, Tee, Tor, and Elestra – were amazed to find themselves still alive. It had seemed to all of them that the catastrophe at the door would be their final folly.

But although they were alive, they were far from well. Their bodies were battered, bruised, and burned. Wounds still oozed fresh blood through crude bandages. Dominic had expended nearly all of their healing resources, and there were still the goblins to be healed.

An argument broke out at this. Elestra simply dismissed the goblins as a concern – they had decided that other grievously injured goblins were beyond the point that they could or should be saved, and these were no different. Tee agreed with her – without healing magic they might find it difficult or impossible to escape back to the safety of the clan caverns.

But Agnarr was adamant: If they had the ability to save the goblins, then the goblins must be saved. “Without them we would be dead.” He pointed to Itarek. “Without him we would all be dead.” (more…)

Ptolus - In the Shadow of the Spire

IN THE SHADOW OF THE SPIRE

SESSION 13C: THE TALE OF ITAREK

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

The fire bathed him and cleansed him and brought the cairn-dark to his eyes. The bane-doom of his clan had come to rest upon his shoulders, too. The memories of the caves passed before him, and he traveled the Long Hall to the Mysteries of the Plain.

But as he journeyed down the Long Hall, he saw before him two figures. And one had the form of a man with golden skin. And the other was that of a great snake with silver scales and gossamer wings.

And the figures spoke to him thus, with voices of conjoined chorus: “Turn back, Itarek Clan-Warrior. This hall is no place for the quick.”

And Itarek answered thus: “But my place is upon the Green Fields of our Lost Fathers, for I am dead, my liege-lords.” And he fell to his knees and bowed his head, for they seemed to him now to be great chieftains.

At this the golden-skinned warrior laughed and the silver snake spoke again, this time its voice seeming no more than a whisper: “How can you be dead, Itarek Clan-Warrior? For you yet breathe.”

And at the words breath burst in Itarek’s chest and the blood beat through his veins. The figures seemed to step behind a veil, the Long Hall faded into shadow, and he opened his eyes once more upon the heart of the bane-doom.

The heroes of the world above had fallen. Their broken bodies lay scattered upon the floor. Only the Holy Man of the Forgotten Gods remained, and Itarek understood now that the strength had been restored to his limbs and the breath to his body only through the divine grace that flowed through the faith of this man. And Itarek felt that faith being born in his own blood. He felt it beating through his own heart.

Now, beyond the Holy Man he saw the bane-bearer Morbion and, at his side, a demon of corrupted flesh. He saw, too, that the Holy Man wavered upon the bloody brink of death. His fingers tightened upon his sword. His legs beat down upon the floor and he rose.

Itarek stepped forward and lowered his sword. “Morbion!” he cried. “I name you Kinslayer and Clanbane. I utter clan-curse upon you. And in the name of those you have killed and those you have corrupted, I give you the challenge of the clan.”

“Do you think me still bound by your mortal law?” Morbion said, and his voice was cold ash. With a flick of his wrist, the bane-bearer sent his demon forward – a mavering maw of muscular death.

Itarek thrust forth his sword, and impaled the demon upon it. “Bane you may be,” he said. “But in your chest still beats a goblin heart.”

And he wrenched free his blade. The demon fell dead at his feet, and in the eyes of Morbion the flickering flame of anger was kindled. Itarek saw it. He knew it. And it gave him hope, for now his vain words rang true in his own ears: Strange and blighted Morbion may have become, but he was not beyond the ken of blade or the bite of steel.

Morbion came forth and the tentacles of his corruption beat upon Itarek. But Itarek did not fear them. Behind him, the Holy Man remained upon his knees and Itarek could hear the murmur of his prayer and could feel the golden strength of it flowing into his limbs. It knit his wounds and soothed his pain.

“Bane you may be, but in your chest still beats a goblin heart!” he cried again. He raised his sword and brought it low. And at its passing, one of the corrupt tendrils fell free and flew from the back of Morbion.

Morbion cried in rage: “I have forsaken your ways!”

And Itarek answered with sword and word: “Forsworn you may be, but oaths there are that must be kept!”

And another tendril fell. And Itarek saw that, like his sword, his words had found their mark – for Morbion paid no mind to the priest or his prayers, and all his hate was bent upon Itarek alone.

And for this Itarek was glad, for he was sure that without the prayers of the priest he would be lost. Fast with blade he might be, but no speed could match the terrible might of Morbion.

Even then, as if to mock his thought, Morbion bore down upon him and drove him to the floor. His twin tendrils closed about Itarek’s throat and he laughed, “Did you think to stop me? Know that the Galchutt shall awaken! Know that all hope is lost!”

Through the red blackness that blurred his vision, Itarek looked up with bloodshot eyes. Through bruised and bloodied lips, he smiled. Through choked voice, he laid his sooth: “In darkness you may be lost, but the fires of our clan will light your way.”

And the prayers of the Holy Man beat upon him and spurred him. In that prayer he found his strength.

And now Morbion fell back before him and the anger in his eyes turned to fear.

“In the fires of our clan, your limbs shall burn, your blood shall boil, and your soul shall die!” And Itarek thrust his blade deep into the chest of Morbion.

The Bane-Bearer and Kinslayer and Clanbane fell. And his final breath was a warning and a curse: “The chaos comes. There is no hope…”

And Itarek turned his eyes from him and looked upon his fallen comrades and he wept.

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