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Mind Flayers - The Shattered Obelisk (Wizards of the Coast)

Go to Part 1

THE CORE FAILURE

A flub that The Shattered Obelisk makes entirely within the context of itself is the campaign it promises, which is a race where the PCs need to grab as many of the Obelisk fragments as possible before the mind flayers do: The more fragments the PCs get, the weaker the mind flayers’ ritual and the greater the advantage the PCs’ will have in the final confrontation.

This is a campaign that The Shattered Obelisk just fundamentally fails to deliver.

First, the “race for the fragments” is a bad joke. There are seven fragments in total:

  • Four of them are taken by the mind flayers before the PCs are even aware that they exist.
  • Two of them are located at sites which have no mind flayer presence at all, and the “race” consists of mind flayer minions materializing offscreen, grabbing the fragment, and dematerializing with it if the PCs lose an unrelated combat encounter.
  • The final fragment, located in Gibbet’s Crossing, actually does have a mind flayer onsite, but let’s talk about this mind flayer a little bit…

The mind flayer’s name is Qunbraxel. He’s been here for weeks or possibly months (the adventure is unclear), accompanied by his grimlock servants. Unfortunately, the only hallway to the room where the shard is located is blocked by a regenerating magic item: No matter how much his grimlock servants hit it, it just regenerates.

Qunbraxel’s only idea? Have the grimlocks hit it some more.

The activation word to bypass the magic item can be found by reading the thoughts of a creature in the next room. Or Qunbraxel could walk across the hall and find it written down.

Qunbraxel has 19 Intelligence.

Given the complete failure to execute on the fragment race, it’s perhaps unsurprising that the promised pay-off also lands with a dull, wet thud. There are three triggers:

  • If the flayers got five pieces, then one of the flayers is standing 100 ft. closer to the entrance of their lair.
  • If the flayers got four pieces, then a different flayer is also standing 40 ft. closer to the entrance of their lair.
  • If the flayers got all seven pieces, then two additional flayers are present.

Note how incredibly pointless this is. Also, that none of it has anything to do with the obelisk or its capabilities. It’s just dissociated noise.

This is part of a finale which is, frankly, a dud. The PCs jump through a convoluted series of arbitrary and increasingly tedious hoops, only to arrive at a remarkably pedestrian fight against three (almost certainly not five) mind flayers in basically four empty rooms.

As if sensing that a satisfactory conclusion has eluded their grasp, the writers have the angry god the mind flayers worshiped send a conveniently weakened “sliver” of itself to fight the PCs in an almost equally featureless 60-foot-wide room (this one has a pool in it!) while failing to announce its identity (so the players will likely have no idea who they’re even fighting).

AMATEUR HOUR

Dumathoin, Dwarven God: Yo! Ironquill! A bunch of mind flayers are going to attack your temple in a few days and kill everybody!

Ironquill: Got it!

(several days later, Ironquill appears in the dwarven afterlife)

Dumathoin: Oh, no! What happened?

Ironquill: Well, you warned me about the mind flayer attack…

Dumathoin: Right.

Ironquill: So I did the only logical thing.

Dumathoin: You warned everybody the attack was coming.

Ironquill: I faked my own death.

Dumathoin: Uh… okay. But then you warned everybody the attack was coming, right?

Ironquill: Then I secretly snuck away to investigate the local mind flayer stronghold by myself so that I could learn their plan of attack and tell everyone about it.

Dumathoin: But you warned everybody before you left, right?

Ironquill: You won’t believe this, but I died!

Dumathoin: But you warned everybody before you left, right?

(hundreds of dead dwarves appear)

Dwarves: Yo! Dumathoin! A little warning about the mind flayers would have been nice!

I would like to find some kind of silver-lining at this point, but I’m afraid it just doesn’t exist.

Most of The Shattered Obelisk is built around dungeons. And these dungeons are filled with the most amateurish design mistakes:

  • Multiple NPCs with no viable route to get where they’re located.
  • A hydra in a crypt that’s been sealed for centuries. (What does it eat?)
  • A barricade (Z7) that stops goblins from going to the lower level of the dungeon… but the dungeon key makes no sense if the goblins can’t/don’t go down there.
  • Maps that don’t match the text, and vice versa. (For example, room keys like X8 that list doors that don’t exist.)

And then you get to the point where Wizards of the Coast forgets how to key a dungeon.

On page 98, midway through Zorzula’s Rest, the PCs enter a new level of the dungeon and… The map is no longer numbered. The description of the dungeon bizarrely shifts from keyed entries to rambling paragraphs describing various unnumbered rooms.

In Whither the Dungeon? I talked about the fact that the Dungeon Master’s Guide no longer teachers new DMs how to key or run dungeons. (It doesn’t even include an example of a keyed dungeon map.) And I talked about how this has had, for example, an impact on adventures published through the DMs Guild, with an increasing number featuring dungeons with no maps or maps with no key.

It’s a disturbing trend that bodes ill for the health of the hobby.

But seeing it in an official module published by Wizards of the Coast was truly a surreal moment.

And, unfortunately, one that is repeated later in the book.

This poor design is, of course, not limited to the dungeons. I’ve already talked about the NPCs with nigh-incoherent backstories and incomprehensible motivations. To this you can add innumerable continuity errors and timelines that contradict each other, to the point where the adventure can’t stand up to even the most casual thought without collapsing like a waterlogged house of cards.

There’s a poster map that you’re supposed to give to the players at the beginning of the campaign, but you can’t because it shows all the hidden locations they’re supposed to discover through play. Later, the players receive a handout with a different overland map showing the location of the three dungeons in which the obelisk shards are located, but the dungeons are actually in the Underdark and two of them are actually different levels of the same dungeon, despite being shown in different locations on the handout.

So none of that actually works.

Something else that doesn’t work is asking the PCs to succeed on an Intelligence (Arcana) check, and if they don’t, they’re losers and they don’t deserve to finish the adventure.

Another major problem the campaign repeatedly suffers from is including potentially cool lore, but utterly failing to give the PCs any way to learn about it. (Which is a particular pet peeve of mine.) For example, in the mind flayer citadel of Illithinoch, we read:

Illithinoch’s heavy stone doors lack handles or latches. When a creature looks directly at a door for more than a few seconds, it swings open and assails the creature opening it with a jarring mental pulse that sounds to the creature like clashing cymbals. The pulse deals no damage, but all creatures other than mind flayers find it unpleasant. No one else within Illithinoch can hear this mental pulse except for the infected elder brain… Once the characters open this door and trigger the jarring mental pulse, the infected elder brain in area X15 takes notice of their arrival.

That’s pretty cool, actually. Very creepy. So with the elder brain tracking their every move, what does it do with that knowledge?

Absolutely nothing. The players will never even know they were being tracked.

It just goes on and on and on.

Eventually you reach the last four pages of the book, where you’ll find a “Story Tracker.” This is a double-sided sheet, repeated twice, which is “intended to help you or your players keep track of the characters’ progress throughout this adventure’s story.”

First, it has spoilers on it, so I’m obviously not going to give this to my players.

Second, it’s designed to be photocopied, not ripped out of the book. So why do they include two identical copies?

Third, I cannot even begin to conceive how it’s supposed to be used. For example, the “Chapter 2: Trouble in Phandalin” section includes spaces for listing three “Side Quests,” with each having a single 4-inch-long line for taking “notes.” The term “side quest” was used in the original Lost Mine of Phandelver adventure, but was, as far as I can tell, removed from The Shattered Obelisk. Plus, there are more than three side quests in this chapter. And what “notes” am I supposed to take in such a ludicrously inadequate space?

It’s kind of the perfect ending to The Shattered Obelisk, though, because I’m completely baffled by why it was included, what the designer was thinking, and how it survived any kind of editorial review process.

CONCLUSION

Giving a final rating to Phandelver and Below: The Shattered Obelisk is actually a little tricky.

On the one hand, Lost Mine of Phandelver is a good adventure and although it’s been needlessly degraded here, this is nevertheless the only place where it can be found in print today.

On the other hand, literally everything original to The Shattered Obelisk is terrible. Someone asked me if it would be worth picking up as a resource for trying to make a better campaign, and my conclusion was that it would actually have negative value compared to just reading the basic pitch and designing your own campaign with the same concept.

Ultimately, I think The Shattered Obelisk is a travesty and I’m going to give it the grade that it deserves. But I will offer the caveat that if it’s the only way you can get access to Lost Mine of Phandelver, you might still want to consider it (if you can find it at a substantial discount).

Phandelver and Below: The Shattered Obelisk

Grade: F

Project Lead: Amanda Hamon
Writers: Richard Baker, Eytan Bernstein, Makenzie De Armas, Amanda Hamon, Ron Lundeen, Christopher Perkins

Publisher: Wizards of the Cost
Cost: $59.95
Page Count: 220

ADDITIONAL READING
Addendum: Unkeyed Dungeons
Remixing the Shattered Obelisk
Phandalin Region Map – Label Layers

Review: The Shattered Obelisk

October 29th, 2023

Phandelver & Below: The Shattered Obelisk

Phandelver and Below: The Shattered Obelisk can really only be described as a book of two parts, and it’s basically impossible to review it as anything else.

The first part is more or less a reprint of Lost Mine of Phandelver, the classic adventure that went out of print in 2022 when the original 5th Edition Starter Set was discontinued. I strongly suspect that this was the entire modus operandi for Phandelver and Below: Wizards of the Coast wanted to replace the Starter Set with Dragons of Stormwreck Isle, but they knew Lost Mine of Phandelver was a great and well-loved adventure, so they wanted to find a way to keep it in print.

Unfortunately, Lost Mine of Phandelver wasn’t large enough to be its own hardcover release, and so it was grafted to The Shattered Obelisk, a Tier 2 adventure in which mind flayers search for the seven pieces of an obelisk which they can use to power a ritual which will transform the Phandelver region into… uh… let’s say an extrusion of the nightmarish Far Realm. The book is kinda vague about this, presumably because it will go to any lengths in order to railroad the PCs to ensure the pre-scripted outcome, so the specific details of what the mind flayers are trying to do doesn’t really matter.

On that note, it feels weird that “take a decent Tier 1 sandbox and then awkwardly bolt a Tier 2 railroad onto it” should be a recognizable formula from Wizards of the Coast, but I guess somebody thinks that’s a good structure for a campaign.

(It isn’t.)

And if you think that bodes ill for The Shattered Obelisk… well, strap in. Because we’ve barely gotten started.

GRAFFITI ON A MASTERPIECE

In my original review of the 2014 Starter Set, I described the original Lost Mine of Phandelver as being “the single best introductory adventure D&D has ever had.”

The version of Lost Mine of Phandelver found in The Shattered Obelisk is largely identical to the original, and it therefore remains a good Tier 1 campaign… mostly. The problem is that the designers have, in fact, made a bunch of minor changes, and, as far as I can tell, every single one of them makes the adventure worse.

Imagine you’re looking at Michelangelo’s David, but somebody has decided it would look better if they spraypainted some random graffiti on it. Fundamentally, it’s still Michelangelo’s David. It’s a masterpiece. But the graffiti seems problematic, right?

For example, the original adventure hook is that the PCs have been hired by Gundren Rockseeker to escort a wagon of supplies to Phandalin while he rides ahead to begin making arrangements for his business affairs. This hook is specific, detailed, and directly tied into the first encounter that actually kickstarts the campaign: The PCs find Gundren’s dead horse on the road, realize he’s been kidnapped by goblins, and need to rescue him.

For The Shattered Obelisk, the designers decided that they should include alternative hooks. This isn’t a bad impulse, but the hooks they came up with were:

  1. The PCs randomly decide to head to Phandalin because… uh… maybe they can do something there (what, exactly?) that will impress the Harpers so that they can join up.
  2. The PCs decide to head to Phandalin to meet with a representative of the Order of the Gauntlet so that they can then… join up somewhere else?

The problem here is not just that these are just generic mush. (Although that is a problem.) They’re also not hooked into the actual structure of the adventure. In fact, they actively muck up the organic pacing of the original Lost Mine of Phandelver, in which the PCs are assessed by local faction reps and offered membership based on their actions. Reversing cause and effect here isn’t a neutral change; it makes the adventure worse.

To be fair, the original Lost Mine of Phandelver never actually pays off the PCs joining one of these factions, which is too bad, but understandable because the adventure ends before that can happen (and it’s left as a seed that the DM can use to plan out their Tier 2 campaign). The Shattered Obelisk, of course, provides the Tier 2 campaign, and so it has the opportunity to actually develop and pay off the PCs’ relationships with these factions.

… an opportunity which it does not take.

This is really indicative of how half-assed these changes are, which is also evidenced by the fact that the opening boxed text of the adventure is completely unaltered and still refers exclusively to the original Rockseer adventure hook.

The immediately ensuing opening encounter, however, has also been changed: In the original adventure, the PCs discover two dead horses lying in the road. In the revised version, the two horses are still alive and just kind of wandering around the road.

Again, this seems like a minor change, but it isn’t: Dead horses send a clear message of DANGER, which is important because there are four goblins waiting to ambush characters who approach the horses. Furthermore, the tactics section for these goblins have been changed, making it much more likely that this initial encounter will result in an immediate TPK.

Owlbear - The Shattered Obelisk (Wizards of the Coast)

As I mentioned, these changes are frequent and the problems they create are pervasive, which can perhaps be best demonstrated by looking at the “foreshadowing” for the mind flayer portion of the campaign which has been introduced into Lost Mine of Phandelver.

Again, this makes sense. Obviously you’d want to foreshadow the new adventure and link it to the existing material so that the whole campaign would feel like a cohesive whole! And there are a bunch of obvious ways you could do that:

  • The titular shattered obelisk is a Netherese artifact. The original adventure includes a Netherese archaeological expedition, so you could plant links there.
  • The titular lost mine of Phandelver includes the Forge of Spells, a site where dwarves once studied arcane secrets. Maybe they studied the Netherese obelisks!
  • There’s a nothic in the Redbrands hideout, a type of creature with specific ties to the Far Realms, Vecna, and the mind flayers in this adventure. We could link him to the mind flayers, perhaps as an advanced scout in the region?
  • The Spider, who is the main mastermind villain of Lost Mine of Phandelver, seeks the Forge of Spells. Maybe he could also be looking for pieces of the shattered obelisk, allowing us to plant lore in his lair.
  • We could actually just put an obelisk fragment in the Phandelver mine itself! Finding this fragment alerts the mind flayers to the presence of a shattered obelisk in the Phandalin region, triggering the next phase of the campaign!

But the designers do none of these things. Instead, they “foreshadow” the mind flayer plot by randomly pasting psionic goblins into various encounters. These psionic goblins do things that are best described as LOL-so-random-LOL, and it’s difficult to really convey just how dumb this is. Here’s the first reference to them, which comes from questioning the Cragmaw goblins from the first encounter:

Strange Goblins. Recently, strange goblins have sometimes joined the Cragmaws in their road-ambushes, though not today. These strange goblins have elongated skulls, and glowing green energy surrounds their weapons when they attack. The Cragmaw goblins don’t know who these newcomers are; the new goblins simply cackle and leave after each attack.

None of this makes any sense. Why would you allow random people to join your ambush? More importantly, why are the psionic goblins doing this? It’s not just the Cragmaw goblins who don’t know. The designers don’t either.

Even the decision to choose psionic goblins to be the minions of the mind flayers is fraught, because — as you’ve seen — the completely unrelated bad guys in Lost Mine of Phandelver are also goblins. You could have added the word “psionic” to literally anything else in the Monster Manual and it would have been a better choice: It would have mixed things up and helped keep the campaign fresh. It also would have made things significantly less confusing for the players.

STOP HUFFING YOUR OWN HYPE

I have unfortunately learned that if Wizards’ marketing promises some big, amazing thing in their next adventure book, it’s a virtual certainty that the book itself will completely fail to deliver on that promise.

  • Dragon Heist doesn’t feature a heist (and also doesn’t include the promised links to Undermountain).
  • Descent Into Avernus breathlessly promised Mad Max in Hell, but then only included a couple pages about infernal war machines before immediately forgetting that they exist for the rest of the book.
  • Shadows of the Dragon Queen promised full integration with Warriors of Krynn so that you could play your own PCs on the battlefields of the wargame… and then just forgot to do that.

So when the marketing for Phandelver and Below: The Shattered Obelisk promised to reveal the TRUTH ABOUT THE OBELISKS which had been seen in previous 5th Edition adventures like Tomb of Annihilation, Storm King’s Thunder, and Rime of the Frostmaiden… well, you know what happened.

First, the “truth” about the obelisks is completely irrelevant to The Shattered Obelisk. In fact, I’m uncertain how the PCs could even learn the “truth.”

Second, literally nothing new is revealed about the obelisks. The four paragraphs tucked away into the “Netherese Obelisks” appendix at the back of the book are just a rewritten version of the “Secret of the Obelisks” sidebar that appeared in Rime of the Frostmaiden back in 2020.

And, ultimately, this is really unsurprising. Because the Cylons Wizards’ designers don’t have a plan. They never had a plan. “Weird obelisk” is a common genre trope, so they just coincidentally showed up as flavor text in a bunch of different adventures. Then fans noticed the “pattern” and created a Grand Conspiracy out of it. In the context of The Shattered Obelisk as a book, this doesn’t even count as a flub: The book doesn’t need or even seem to want a grand “truth about the Obelisks,” so it doesn’t matter that one isn’t included.

But Wizards needs to stop selling their books by lying about them.

And if you were planning to buy The Shattered Obelisk because you were looking forward to learning the truth about the Obelisks… well, you deserve to know that it was a lie and you won’t get it.

Go to Part 2: Obelisk Hunting

Deep in its DNA, Dungeons & Dragons has a fundamental mismatch between the expectations of its players and the design of the game that goes back to its very earliest days.

If you look all the way back to Arneson’s Blackmoor campaign, the original tabletop roleplaying game and the world from which D&D was born, the game was designed with a structure of zero-to-hero-to-king: The PCs went into the dungeon beneath Castle Blackmoor. Those who survived earned money and power with which they would raise armies and eventually fight vast wars for the fate of the empire before being retired as the next best thing to legendary demigods.

But those earliest players also talk about how Greg Svenson was really smart because he never allowed his character to level up high enough to get retired.

Fast forward a quarter century to D&D 3rd Edition, and you’ll find the E6 variant — which capped leveling at 6th level, but allowed PCs to continue gaining new abilities through feats — resonating with a goodly portion of the fanbase (and probably would have resonated with even more if they’d known about it).

Through D&D’s history, we see this same pattern again and again and again: The game holds out the promise of characters advancing into truly epic levels of power — founding kingdoms in AD&D, becoming literal gods in Basic D&D, the Epic Level Handbook in 3rd Edition, the Paragon and Epic tiers of 4th Edition — but a significant portion of the fanbase has mostly been interested in playing Aragorn and Conan (i.e., fairly gritty fantasy heroes rooted pretty firmly in reality). And when the mechanics of the game have tried to push them into those epic levels of play, they have mostly just kept playing Aragorn and Conan while getting cranky that the high-level mechanics are returning “nonsensical” results.

The one exception to this is combat: They still want to play Aragorn and Conan, but they want to be able to solo Smaug.

D&D 4th Edition tried to square expectations with mechanics by having the world level up with the PCs: The numbers get bigger as you level up, but the stuff the PCs are doing doesn’t fundamentally shift except for the set dressing.

D&D 5th Edition, on the other hand, went the other direction: Just don’t let the numbers increase. Lock the target numbers in with bounded accuracy and unlock Smaug-tier monsters by increasing the number of hit points monsters have and the amount of damage characters can do.

Between the two, the 5th Edition approach is almost certainly preferable, but not entirely successful, because you can also think of this problem as, “The players don’t want to leave the dungeon.”

Which makes sense: Dungeons are fun. We enjoy playing them. So why would we want to stop playing them?

But as you gain the powers of a demigod, the scenario structure of the dungeon — exploring an unknown location one room at a time — begins to fall apart: Teleportation. Scrying. Divination. Planar travel. All of this shreds the dungeon structure. This shift in play was entirely intentional in how the game was designed, but despite trying to move away from that shift in play, 5th Edition nevertheless inherits the spells and abilities that make it inevitable.

THE FIRST SOLUTION

The first solution would be to fully commit to what at least one part of 5th Edition’s schizo identity is trying to do: Eliminate all of those high-level abilities that shred dungeons and low-level structures of play.

This is basically what the E6 variant does, but arguably even better, because you can still use damage and hit point escalation to let the PCs level up into soloing Smaug.

But, frankly, I hate it. Not only do I enjoy taking characters into truly epic spheres of play, but I find the 5th Edition dynamic — where you can trivially dispatch celestial titans and fight your way to the throne of Asmodeus, but knocking down a wooden door? Man, that’s a tough ask! —to be kind of ridiculous. But I would really hate to see the game cripple itself by lopping off the epic modes of play for those of us who enjoy them.

It would be a failure of imagination.

So I think the first true solution to this problem would be for D&D to offer an E(X)-style option so that groups can lock in the style of play they enjoy — whether that’s what we currently think of as Tier 1 or Tier 3 or whatever — with or without the option of continuing to boost combat performance for the all-important soloing of Smaug.

THE SECOND SOLUTION

But I think it might also be worthwhile to take a slightly deeper look at this problem.

Why, exactly, have players been so reluctant to move into the various “endgames” that D&D has offered over the years?

I said they wanted to play Aragorn and Conan… but both of those characters ended up being kings. So why does realms-based play seem to so often lie fallow, even in editions of the game that have tried very hard to include it?

Ultimately, I think it comes back to scenario structures. I’ve talked in the past about the fact that the only two game structures most DMs really know are dungeon crawls and railroading (and the DMG doesn’t even teach you how to run dungeons any more). We’ve already discussed how high-level D&D abilities shred dungeons, but they also shred railroads: It becomes increasingly difficult for a DM to force their players to do stuff as the power level and options available to the PCs proliferate.

If the only scenario structure the rulebooks teach is railroading, the game will fall apart at the point where PCs become powerful enough that it’s difficult or impossible for the DM to constrain their choices.

In addition, dungeons kinda become irrelevant to kings and gods. In order to go on a dungeon crawl, a king and/or god would really need to take a break from being a king or god to go on the adventure. So if the only adventures you’re running are dungeon adventures, being a king or god ends up just being a decorative element in the campaign; a distraction from what the game is actually about.

This spills over into official support products: If you don’t have a scenario structure for running a realms-based campaign, then you can’t publish adventures that will slot into that structure. So DMs end up with a nigh-infinite supply of books filled with dungeons, but nothing for would-be kings or demigods fighting interplanar conflicts.

It also spills over into mechanical design! High-level D&D characters get plied with abilities and spells all aimed to support the robust combat scene structure at the heart of the game, but it’s been more than two decades since there was an official edition of D&D that hardcoded realms-based play or any other post-low-level alternative into character advancement.

To boil this down, what you ultimately have is a DM problem: Even if you had players who wanted to, for example, become dukes and rule a realm, DMs aren’t being given the tools they need to successfully create and run those adventures. If they nevertheless decide to take the plunge, they’re basically just tossed into the deep end. Some of them might spontaneously figure out how to swim, but most of them will just drown and end their campaigns.

So the other solution would be to fully support the shift in play. Not just with rules, but with the scene structures, scenario structures, and campaign structures that would support realms-based play or divinity or whatever other styles of play you want to unlock at Tier 3 or Tier 4.

Rogue Assassin - Digital Storm (edited)

The concept of a “passive Perception score,” although somewhat derived from the Take 10 mechanics of 3rd Edition, was introduced in the 4th Edition of D&D. The basic concept is that, instead of having the PCs make Perception checks to see whether or not they spotted something, you pre-calculate a static value (10 + their Perception modifier) and simply compare that score to the DC of the Perception task.

Frankly speaking, it’s a bad mechanic that got even worse in 5th Edition.

First, there’s no variation in result: PC A will always have a higher score than PC B, so PC B will never spot something PC A doesn’t see. This not only eliminates novelty (which can be valuable in its own right), the lack of variety is also inherently stultifying, making it more difficult for different players to take the lead in reacting to different situations.

Second, it combines poorly with bounded accuracy. The basic concept of bounded accuracy is that you push all the DCs into a small range with the expectation that the d20 roll will be relevant and then remove the d20 roll. The Dungeon Master’s Guide, for example, says “if the only DCs you ever use are 10, 15, and 20, your game will run just fine.” But any 1st-level group, of course, will almost certainly have multiple PCs with a passive Perception score higher than 15.

Which brings us to the biggest problem, in my opinion, which is that in actual practice the whole thing is a charade. You, as the DM, will very quickly learn what the highest passive Perception score in your group is, which means that whenever you’re deciding what the Perception DC is, you’re really just deciding whether or not the DC is going to be higher or lower than the party’s score.

There’s nothing wrong with GM fiat, per se, but the passive Perception score ends up being this weird fake mechanic with a bunch of extra bookkeeping trying to mask what’s really happening. “No, no,” says the DM. “I didn’t arbitrarily decide you didn’t spot the trap! I decided that the DC to spot the trap was higher than your passive Perception score! Totally different!”

So, personally, I recommend that you don’t use D&D’s passive Perception scores. For a better way of handling perception-type checks — which can be used in a wide variety of RPGs, not just D&D — I recommend checking out Rulings in Practice: Perception-Type Tests.

With that being said, if you nevertheless want or for some reason need to use D&D’s passive Perception score, there are some best practices you can follow to do so to best effect.

MAKE A LIST

Ask your players for their passive Perception scores, write them down on a Post-It note, and attach that Post-It note to your GM screen.

This may seem obvious, but I’ve played in any number of games where the DM was constantly asking us what our passive Perception scores were, and there’s absolutely no reason for it. Collect them once, then use them instantly every time. Both the pace and the focus of play will be immensely improved.

Random Tip: While you’re doing this, go ahead and grab the PCs’ armor class, too.

Watch out for changing Perception scores. Some spells, abilities, and magic items may modify a character’s Perception score, grant them advantage on Perception checks, or the like. You’ll need to make sure to track this. (And, of course, you’ll also want to make sure you update your list when the PCs level up.)

In some groups, you may also discover that your players challenge surprise. When players see the mechanics being invoked, even if that’s just the DM asking for their passive Perception score, they’ll accept the outcome; but if it’s all being done invisibly behind your DM screen, some players will worry that they’re getting screwed over. “Did you remember that I have advantage on Perception checks in forests?”

The best way to handle this is to (a) make sure you’re getting it right, (b) reassure them, and (c) if it continues, have a transparent discussion about why you’re handling the passive Perception checks this way and how you’re doing it. You might find it effective to make a point of confirming their passive Perception scores at the beginning of each session, and you can also ask them to notify you whenever their passive Perception scores shift during a session.

(The next technique can also help with this, since they’ll at least hear the mechanics being invoked.)

REMEMBER DISADVANTAGE

One of the most overlooked rules in D&D 5th Edition is that characters who are “distracted” are supposed to be at disadvantage on their passive Perception checks, which means that they should suffer a -5 penalty on their passive Perception score.

I recommend applying this aggressively in any situation where the PCs are not explicitly keeping watch and/or paranoid. Creeping down a dungeon passageway in hostile territory? On watch at night? You specifically said you were going to keep a lookout on the door while Arathorn ransacks the room? Great, you get your normal passive Perception score.

Arathorn, though? Apply the penalty. Also apply the penalty if the PCs are just walking down the street in a friendly city without any expectation of trouble or hanging out at a tavern with their friends.

In practice, this blunts the problems with how bounded accuracy interacts with passive Perception scores. It also encourages the players to be more specific with how they interact with and observe the world, instead of just coasting through the game on auto-pilot. (This is particularly important in making traps work right, for example.)

ROLL THE DC

You can sidestep the system being a camouflage of busywork for DM fiat by assigning a modifier and then rolling the DC of the check instead of assigning a static DC.

Basically take the DC you would have assigned (10 = Easy, 15 = Moderate, 20 = Hard, etc.), subtract 10, and use the remainder as the modifier for a d20 roll. (You can do the same thing with prewritten adventures that list a static DC.)

This is what you already do with Stealth checks, of course, but it may feel weird doing it for something like noticing the rune faintly inscribed on the ceiling.

The point, of course, is to reintroduce variability to the check so that you can make non-fiat rulings. (For example, I can decide the run is moderately difficulty to notice with a +5 check; but I don’t know whether or not the rogue with a passive Perception score of 18 will spot the rune or not.) But you nevertheless retain most of the advantages of using passive Perception scores, because you’re not making a roll for every individual PC (which would be time-consuming and also have a drastic impact on the probability of the check.)

RANDOM SPOTTING PRIORITY

Once the Wisdom (Perception) DC is set, you’ll know which PCs, if any, successfully noticed whatever the target of the check was.

If there are multiple PCs who succeeded on the check, randomly determine which of them noticed the target first.

This is a simple way of systemically spreading the “spotting something” spotlight around, giving different players an opportunity to call attention to a cool tapestry, sneak a gem into their pocket, or determine what the group’s reaction to approaching goblins might be.

Is this “fair” to the PC with the highest passive Perception score? Frankly, yes. Note that they’ll still get spotting priority more often than anyone else in the group, because (a) they’ll participate in more spotting priority checks than other PCs and (b) there will be some checks where they’re the only PC to succeed.

Alternative: If it’s a combat situation — or a potential combat situation — you might use Initiative checks to determine first spotter.

VARIANT: LET PERCEPTION RIDE

An alternative method for passive Perception scores would be to have the group roll Perception checks at the beginning of a delve, raid, or session and then let the result ride as their passive score for the run.

This means that for some sequences the rogue will have the highest passive Perception score and in other sequences it will be the barbarian or the wizard. It will move around the table, creating variable outcomes over time.

VARIANT: TAKE 0

To lessen the importance of passive Perception without completely eliminating it, base passive Perception scores on Take 0 instead of Take 10. In other words, a character’s passive Perception score is simply equal to their Wisdom (Perception) modifier.

Particularly at Tier 1, this will mean that passive Perception may not even succeed at Easy tasks. That’s okay, because in surprise situations you’ll be calling for a rolled Wisdom (Perception) check in these cases. It will also encourage the players to make active Perception checks, engaging with the environment to find stuff instead of just relying on their passive scores to take care of it.

In practice, when using this variant, you’re really just keeping a list of the lowest possible Wisdom (Perception) check possible, so you know the threshold at which it becomes pointless to roll the dice and you should just tell the PCs what they see.

Remember, of course, that this also applies to the NPCs.

Alternative: Base passive Perception on Take 5, so the score is 5 + the character’s modifier. Combined with consistently applying disadvantage for distraction, this will often create a baseline similar to Take 0, but with passive Perception still having a bit more of a meaningful role in the system.

Arcane Runes - samirami

Astonishingly dense arcane runes cover every side of incredibly complex origami structures. In some places, translucent onion-skin has been layered over the paper, creating sections in which the runes are overlaid with each other, forming inscrutable and ever-shifting patterns.

A proper understanding of the origami folds — and the multiple orientations in which they are designed to be read — allows one to begin unraveling a truly innovative method by which glyphs of warding can be interwoven.

INTERWOVEN GLYPHS

Interweaving glyphs of warding requires an Intelligence (Arcana) check (DC 10 + the total level of the interwoven glyphs). Interwoven glyphs of warding are:

  • Simultaneously triggered.
  • More difficult to find and disable, increasing the DC of the checks to do so by +2 per additional glyph.
  • More difficult to identify, requiring an Intelligence (Arcana) check of DC 10 + the total level of the interwoven glyphs of warding.

Each glyph of warding must be cast in sequence and without interruption. If the sequence is interrupted or the Spellcraft check fails, the glyph of warding spells are all lost to no effect.

The total level of glyphs is based on the level of the casting of glyphs of warding for explosive runes, or the level of the stored spell for spell glyphs.

ADVANCED SYMBOLOGY

Among the origami notes describing the interweaving of glyphs of warding, there is also an incomplete treatise analyzing how symbol spells could also be interwoven (both with each other and with glyphs of warding).

If completed, this advanced methodology would also raise the saving throw DC of all interwoven glyphs or symbols to the highest DC among all of the interwoven glyphs and symbols.

However, because the research has never been completed, a PC interested in these techniques would need to finish perfecting them as a downtime research project. (See p. 338 of So You Want To Be a Game Master.)

 

This material is covered by the Open Game License.

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