The Alexandrian

Posts tagged ‘in the shadow of the spire’

Vintage Alchemy - shaiith

DISCUSSING
In the Shadow of the Spire – Session 29C: Skirmish in the Cauldron

“Friends of that meddlesome paladin!” The minotaur turned back towards the northern passage. “Stop hiding like cowards! Attack!”

The minotaur dashed forward, quaffing a potion that caused him to suddenly blur with speed. Bunching his powerful leg muscles he leapt up onto the thick rim of the immense iron cauldron.

“They’re drinking our wealth away!” Tee cried, firing at the minotaur.

I’m a big fan of consumable magic items: Drink a potion, it’s gone. Use up the charges in a wand, it’s done. 5th Edition D&D turning a bunch of consumable items into permanent items via recharging charges is somewhat inexplicable to me.

See, the great thing about a consumable item is that you can give it to the PCs with an almost completely clear conscience: If you give them a permanent item and it screws up game balance, then you’ve got a permanent problem. Miscalculate and give them a consumable item that’s more powerful than you thought it would be? It’s a self-correcting problem.

In fact, you can do this deliberately: Here’s an incredibly powerful item far beyond anything you’d normally be able to get your hands on. It can literally change the course of the entire campaign… but it’s only got one charge. Use it wisely.

(You’ll see some of these uber-powerful consumables show up in future sessions.)

Monte Cook’s Numenera is a game that leans in hard on consumables: A billion years in the future, cyphers are the enigmatic remnants of the mega-civilizations which lie between our own time and the neo-Renaissance of that far-flung epoch. All cyphers are consumables and the vast majority of them are one-use items. Furthermore, due to strange interactions between cyphers it’s very dangerous to carry more than a few of them, so you’re heavily motivated to use the stuff you’ve got so that you can pick up more.

It’s a fantastic mixture of lore and mechanic: The cyphers are constantly injecting a wild mixture of new abilities, keeping the game fresh and exciting.

Even when treasure hordes get larded with consumables, though, I too often see GMs ignore them during encounters. As you can see here, that’s not my philosophy: My bad guys will use their personal stockpile of consumables to best effect, which has the dual effect of (a) injecting them with unexpected abilities and (b) enraging players who are being blasted at the expense of their own reward!

But it’s a good rage: It motivates players to think strategically and strike hard to preserve “their” loot. It’s a very diegetic way of rewarding better performance with bigger rewards.

When I’ve set up an encounter, I actually enjoy rolling on some random magic item tables to generate one or two or a grab bag of consumables. It’s a great way to shake up an encounter and make it a unique experience: An elite squad of goblin commandos who suck down potions of giant strength are very different from the ones with potions of gaseous form or invisibility.

TANGENT: THEATER OF OPERATION

In Running the Campaign: Dungeon as Theater of Operations I talked about how you should stop thinking of an encounter as “belonging” to a specific room and instead start thinking of the dungeon as a holistic environment.

I mentioned that when you, as the GM, think about the dungeon this way and run encounters this way, that the players will also learn to think that way. And you can really see that in this session:

Banewarrens - Broken Seal Area (Monte Cook Games)

  • The lamia flees from Area 11 to Area 10.
  • NPC reinforcements arrive from Area 1.
  • Agnarr is forced to flee down towards Area 17.
  • Ranthir blocks the hallway between Area 10 and Area 17 to cut off the reinforcements.
  • Later, Ranthir races up through Area 6 and into Area 3 to try to cut off the goblins’ escape.
  • Missing some of them, he chases them through Area 1 and down the long hallway, while Tee also fetches up in Area 3 and takes out some of the other goblins.

This is an encounter that could have stayed locked to Area 11. Instead, it ranged across almost the entire dungeon level.

Campaign Journal: Session 30ARunning the Campaign: Cut on the Cliffhanger
In the Shadow of the Spire: Index

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

SESSION 29C: SKIRMISH IN THE CAULDRON

September 20th, 2008
The 16th Day of Kadal in the 790th Year of the Seyrunian Dynasty

Black Hole with Starry Vortex - Ekaterina Glazkova (Edited)

The lamia ran down the staircase. Agnarr pursued it, finding himself back in the room with the iron cauldron. Agnarr managed to back it up against the cauldron. It howled again. The answering howl was closer.

While Agnarr kept the lamia pinned, the others descended the stairs, their shots ricocheting off the cauldron as the lamia desperately dodged back and forth. Then Tor used his lasso – catching the lamia by the legs and yanking them out from under her.

They moved in to finish her off, but at that very moment a second lamia – this one male – came racing into the room through the northern door. Seeing the female lamia injured and entangled he gave a howl of rage and bounded forward, throwing a healing potion to her as he came.

Tor moved to engage the second lamia while Agnarr stayed on the female. But as Agnarr closed in, her eyes locked onto his. Her pupils expanded until her eyes were a solid, tawny gold and Agnarr could feel them reaching out towards him. He could feel her mind reaching into his mind.

You should run away.

He couldn’t deny the command. Agnarr fled. The female lamia took advantage of the distraction to slink away around the cauldron, drinking the healing potion as she went.

Tee used her boots to levitate up to the ceiling. Pulling herself along she was able to emerge into the room out of the range of the lamia’s vicious claws, and from that elevated position she tried to get a clear shot.

But the male lamia wasn’t the last of the reinforcements. A large, muscular minotaur emerged from the northern passage “Verochin! What’s happening?”

“It’s Derimach!” the male lamia shouted back. “She’s hurt! There are at least six of them!”

“Friends of that meddlesome paladin!” The minotaur turned back towards the northern passage. “Stop hiding like cowards! Attack!”

The minotaur dashed forward, quaffing a potion that caused him to suddenly blur with speed. Bunching his powerful leg muscles he leapt up onto the thick rim of the immense iron cauldron.

“They’re drinking our wealth away!” Tee cried, firing at the minotaur.

Tor and Agnarr could do little about it because Verochin’s claws were keeping them thoroughly harried. Where the lamia’s blows landed, not only were huge gouges of flesh torn away, but a supernatural chill seemed to spread from the wounds – racing up into their minds and clouding their perception.

And now, scurrying down the hallway, came four vicious-looking goblins wielding serrated blades.

But then Ranthir dashed down the stairs, lowered his hands, and webbed the whole northern half of the room – trapping Verochin, the goblins, and the minotaur.

Tor seized the opportunity, turning and heading around the cauldron in pursuit of Derimach. As he came around the corner, however, the lamia’s eyes caught his and he could feel it trying to weave its way into his mind…

But he shook it off. With a bitter growl she threw herself at him.

Verochin, finding himself trapped in front of Agnarr, tried to wrench himself backwards out of Ranthir’s web. But he was too late. Agnarr took advantage of the moment and plunged his sword through the lamia’s back, ripping down through its front hips. In a gush of blood, Verochin fell.

The minotaur, meanwhile, was ripping his own way out of the webs. Moving along the rim of the cauldron he drew his massive greatsword. The blade – nearly as wide across as Agnarr’s thigh – flashed out and ripped open Tee. She fell from the sky, landing on her neck with a sickening snap.

Ranthir dashed to Tee’s side and raised his hands. A gout of fire rushed out of them, singeing the horns of the minotaur as he swung down into the cauldron for cover.

The minotaur levered himself back out of the cauldron and swung his sword low. Agnarr, who had been trying to move around to where Tor was engaging Derimach, only narrowly managed to dodge the blow. Fortunately, his help wasn’t needed: By the time he had gotten back to this feet, Tor had already killed the second lamia.

Ranthir recognized that the minotaur’s supernatural speed was ruinous. He quickly worked an enchantment that stripped the effects of the potion from the minotaur’s limbs.

The minotaur growled and then shouted back over his shoulder. “Verochin and Derimach are dead! I cannot escape! Flee! Get word to the others!”

“The others…?” Elestra, who was trying desperately to heal Tee’s grievous wounds, blanched.

Ranthir cast his own enchantment of speed, cracked a sunrod from one of his many pouches, and raced back up the stairs – hoping to circle around and catch the goblins before they could escape… although, truth be told, he wasn’t quite sure what he was going to do with them if he did catch them.

The minotaur lumbered down the length of the cauldron and then hurtled off the end. Flipping in mid-air his greatsword swept down along the floor, ripping open Agnarr’s back. Landing nimbly he spun to face Tor.

But Agnarr refused to fall. Stumbling forward his own greatsword ripped into the minotaur’s hide.

The minotaur’s counterstrike smashed Agnarr to the floor, but now he was bleeding profusely. He backed away from Tor and tried to cut his way out through the others… Tee, who had only just gotten back to her feet, was cut down again. (“I just healed her!” Elestra cried with dismay.)

But Tor’s furious flurry of blows would not be denied. The minotaur’s heavy blade couldn’t keep pace. He fell.

IN PURSUIT OF GOBLINS

Ranthir, arriving back in the octagonal entrance chamber, found that most of the goblins were still stuck fast in his web. But one of them had ripped its way free and disappeared. Scarcely pausing for thought, he raced down the excavated tunnel – hoping to use his supernatural speed to catch it before it could reach the Nibeck Street mansion and disappear into the streets of Ptolus.

Tee, meanwhile, wasn’t far behind. As soon as her wounds had once again been healed by Dominic and Elestra, she had raced up the stairs and started circling around. Agnarr, meanwhile, began burning his way through the webs.

When Tee reached the entrance chamber, she drew the same conclusion Ranthir had. But without his enhanced speed, she didn’t think she would be able to catch up in time to make a difference. Instead she crossed over to the bewebbed goblins and started shooting them.

The last goblin, seeing his comrades picked off, suddenly found the desperate strength to rip his way free… but he had only stumbled a few steps when Tee placed a shot straight through his eye.

A few moments later, Agnarr finished burning his path through the webs… only to find Tee standing happily with her hands on her hips.

Tor, meanwhile, had hacked off the minotaur’s head – holding it up triumphantly by the horns.

But while the others celebrated, Ranthir was still working. He had raced several hundred feet down the length of the excavated tunnel and begun to think that the goblin had escaped after all. Just as he was about to give up hope, however, the sound of scampering feet came clearly to his ears. He redoubled his efforts.

As they drew near the side passage they had left unexplored, the goblin finally appeared in the light of his sunrod. Ranthir fired his crossbow, catching the goblin in the back.

With a screech of pained terror, the goblin veered off into the side passage.

Fearing an ambush, Ranthir cautiously cast his spells of clairvoyance and used them to peer down the passage from a safe vantage point. He watched as the goblin ran around a second corner and into a larger cave—

Which suddenly collapsed with a thunderous crash!

The goblin gave a final, squalling cry and then fell silent. A cloud of dust and debris billowed out of the catastrophe.

Unsure what to think – had the goblin triggered some sort of trap? or was it an elaborate ruse? – but confident now that the explored side passage represented a danger, Ranthir cast a different spell which would allow him to send a short message of exactly twenty-five words to his comrades:

I chased him to the cross corridor. He hit a trap. Come here now. I need help… Because I’m Ranthir. Hope they hurry, Erin.

DEJA SLIME

The others were stripping anything that looked valuable off the creatures they had slain. Tee shook her head sadly at the empty vials. Tor was disturbed to discover that Verochin, Derimach, and the minotaur had all worn bone-grafting rings like the one worn by the orcish woman in the Nibeck Street mansion. (These rings, however, could be removed. Possibly because it was post mortem.)

But when the wind whispered Ranthir’s message to them, they all ran up through the path that Agnarr had burned and down the excavated tunnel. When they had caught up to him, Ranthir quickly explained the situation.

Tee moved cautiously into the side passage. With Ranthir keeping an eye on her through his clairvoyance, she crept past a large boulder and up to the edge of the pit and looked down.

The goblin’s body was gone. But there were sharp stone spikes and she could see where it had landed. A trail of thick blood led towards a tunnel on the other side of the pit.

Everyone moved forward. Agnarr took the boots of levitation from Tee and used them to ferry the others across to the far side of the pit one at a time.

The tunnel on the far side of the pit ran up into a four-way intersection. Back to the south they could see where it curved back to dead-end in a boulder – the same boulder they had passed before in the original tunnel. Something had levered the boulder into position, concealing this passage in order to guide others into the collapsing pit trap.

They crossed the intersection into the far tunnel, which began to slope back down again. After thirty feet or so, this tunnel opened up into a larger cave with a slightly domed ceiling about ten feet high. Every surface in the cave was wet with the greasy-residue of mineral-choked water. Cracks in the walls revealed the moisture slowly seeping in and pooling, mostly along the north wall.

At the last possible moment, Tee – as she crossed the threshold of the room – was suddenly reminded of the caverns in which they had fought the olive slimes… and the tactics the slimes had employed. She dove forward and rolled onto her back—

Narrowly avoiding the gelatinous, iridescent, and (most importantly) motile blob of ogre-sized protoplasm that dropped from the ceiling! It wasn’t an olive slime, but it was just as disgusting.

Tee managed to squeeze off a shot, but then the creature sent out a thick pseudopod that caught her and began squeezing the breath from her body. The creature’s touch burned painfully and thick, acidic fumes tore at her throat.

Ranthir, recognizing the creature, shouted out a warning: “If you cut it, pierce it, or deliver an electric shock, it will split into multiple, smaller, and deadlier creatures!”

“You’re kidding!” Tor cried, pushing his half-drawn cutting, piercing, electrical sword back into its sheath.

Agnarr moved up and start beating on the creature with the flat of his blade, hoping that the bludgeoning and fire would force the creature to drop Tee… but it just kept tightening its grip.

Tor grabbed Tee’s dragon pistol from where it had fallen and began firing. Elestra drew her dragon rifle and did the same.

Tee’s vision was turning black by the time that Agnarr’s beating finally convinced the jelly to release her and attempt to grab him instead. The barbarian nimbly avoided the first pseudopod, but then the jelly lurched forward, slamming into Agnarr and smashing him into the wall.

As Tee climbed to her feet, Tor tossed the dragon pistol back to her and grabbed a club proffered by Dominic. He stepped up and swung away… the entire side of the jelly suddenly welled into a horrible, purple-black bruise that spread like dye through syrup.

CAVERNS OF CONFUSION

Ranthir gave a sudden cry. A large, insectile creature with a dull-golden carapace was lumbering down the hall towards him. Beady eyes stared out from a face dominated by half-domed membranes and curved, viciously-serrated mandibles. He recognized in it the tell-tale marks of a mage-warped creature… and the far more obvious signs of its danger.

Umber Hulk - Wizards of the Coast

Agnarr glanced at Tor. Tor waved for him to go. Agnarr ran back up the corridor towards where Ranthir was rapidly backpedaling.

Tee, meanwhile, took careful aim and shot the dragon pistol directly into the middle of the bruise Tor had raised. The blow punctured the thick, rind-like membrane of the jelly – viscous fluid seeped from its side.

The jelly twisted in place, turning its injured side away from them. But Tor swung again, raising a smaller bruise on its opposite side.

Ranthir was falling back towards the rest of the group. Agnarr reached the intersection where he’d been standing, but as he rounded the corner the umber-colored hulk was already there – its claws whipped out and ripped at his skin, and then, as Agnarr was spun about by the force of the blow, the creature’s long, vicious mandibles closed about Agnarr’s neck. The only thing that saved Agnarr’s life was the heavy iron collar that he wore.

Back by the jelly, Tee fired again. And again her shot struck the middle of the bruise that Tor had raised. This proved too much for it. With a horrific shudder, the creature’s insides burst through the twin holes, leaving nothing behind but a spreading pool of thick slime. Its gelatinous skin lay like a disgusting, discarded garment.

Trapped between the mandibles of the umber hulk, Agnarr’s torso was ripped again and again by the creature’s claws. And then, whipping its head about, it threw him against the wall. Agnarr’s head struck hard and he slipped into unconsciousness.

The creature took a menacing step towards Ranthir. But then Tor was there, racing up the passage and drawing his sword.

But as the rest of the group rallied toward it, the bulging membranes on the creature’s face began to vibrate. The sound seemed to reach into their minds and scramble their thoughts. Some of them turned on their comrades. Others began to babble incoherently (although it was hard to tell the difference with Agnarr).

Complete confusion reigned. Erin screamed in Ranthir’s mind: “I don’t like the buzzing!” But the hulk did it again and again and again, even as its claws were battering away at Tor.

Elestra, resisting the mental barrage, slid in next to Agnarr and healed his wounds. But as Agnarr tried to struggle back to his feet, the creature slammed one of its massive claws into his back. Agnarr, nearly slain by the blow, feigned his own death… allowing the creature to turn its full attention back to Tor.

Tor’s blows, meanwhile, were proving ineffective. Besieged both mentally and physically, he was barely able to catch his balance under the frenzied battering he was receiving from the creature’s claws.

But he was keeping the creature engaged. And while he did, Tee was blasting away with her dragon pistol. Each shot was blowing away large chunks of the creature’s carapace.

And then Agnarr, choosing his moment carefully, rolled to his knees almost directly beneath the creature and thrust up through its lower thorax.

This horrific distraction allowed Tor a moment to catch his footing. He took advantage of the moment and brought his blade down heavily onto the creature’s head. From the point of impact, a horrendous pattern of cracks spread down its face.

It stumbled back and Tee, taking careful aim, placed a shot precisely where Tor had struck it. The entire top of the creature’s head was blasted away, revealing a pulsing, purplish-green brain.

The creature roared three times, its membranes vibrating their staccato patterns of psychic turmoil. Tor and Agnarr were driven to senseless babbling. Dominic fled in terror down the hall. Seeaeti, driven mad by the noise, leapt at his own master’s throat – his vicious attack sending the badly-wounded Agnarr back into unconscious oblivion.

But the creature, perhaps mortally wounded, suddenly lurched to one side. The vibrating of its membranes stopped and its claws began vibrating instead – vibrating faster than their mortal eyes could see. It pulverized the stone of the tunnel wall and passed from sight. Heavy stone fell into its wake, preventing any thought of pursuit as the befuddled troupe gathered its wits.

Running the Campaign: Looting Consumables Campaign Journal: Session 30A
In the Shadow of the Spire: Index

Skull Dungeon - T Studio

DISCUSSING
In the Shadow of the Spire – Session 29B: A Knight in Mourning

And then he knew what he had to do. This entire place reeked of evil and these creatures clearly had foul intentions. He and Rasnir had charged into battle. During the melee, the crone who had opened the door managed to duck through it. But moments later Kalerecent had fought his way to it and wrenched it shut.

“There was another flash of light and the door sealed shut behind me. But even in that moment, one of the creatures – a half-leonid fiend – slew Rasnir. I killed several of the goblins, but the other creatures escaped.”

A really common trope in D&D-style fantasy is the dungeon that’s been “sealed for a hundred years” (or a thousand or whatever). It’s a great trope because it makes the dungeon redolent with the enigma of age: Who knows what forgotten lore or antique treasures you’ll discover?

But then you go into the dungeon and there are three dozen different monsters who have all coincidentally moved in during the last week. It’s like Indiana Jones and the snakes in Raiders of the Lost Ark, except often without the clear explanation for where the goddamn snakes are coming from.

The reason this happens, of course, is because combat encounters are an expected part of the D&D dungeoncrawl, and “stuff to fight” is kind of the antithesis of “sealed for a hundred years.” You can use undead, of course, but that can get monotonous. And so the temptation to add a big ol’ hole in the ceiling and explain that a clan of yuan-ti moved in last Tuesday grows strong.

But so what? As long as you’ve got some sort of plausible explanation, there’s no problem… right?

Well, yes… but also no.

This sort of thing certainly can be done right. (The Mines of Moria, for example, have been “abandoned” for centuries in order to set up the twist that the balrog and goblins who sacked the place never actually left.)

But one of the really cool things about the “sealed for a hundred years” concept is that it means the PCs are the first ones to step foot here in a hundred years. It makes the PCs special. They’re doing something momentous. They’re experiencing something unique.

… unless, of course, a yuan-ti clan, a tribe of goblins, a couple of ogres, and a flock of kenku all casually beat them to the punch.

Then it’s not so special.

THE OTHER GUYS

But… combat! Gotta have combat!

Well, not really. But for the sake of argument, let’s roll with it.

A good way of squaring the difference here is to have another faction (or multiple factions) actively pursuing exploration/exploitation of the dungeon at the same time (and possibly for the same reasons) as the PCs.

That’s basically what you’re seeing with the Pactlords of the Quaan here. (Technically, the Pactlords were the ones who got here first and the PCs are the ones following in their wake, but that will shift back and forth as the campaign proceeds and different sections of this ancient dungeon are breached. The competition to be the first one to discover or enter a particular section of the dungeon can actually be a great motivator in its own right.)

I’ll be discussing how I actively played the various Banewarrens factions in more detail in future Running the Campaign posts. This first instance was fairly straightforward, and more or less taken directly from the Banewarrens campaign book: As described by Sir Kalerecent, the Pactlords had retreated, but (a) the lamia Demimach remained in Area 11 and (b) the rest of the team, with reinforcements, was planning to return. “Nevertheless, at some point while the PCs are in the [Broken Seal area], the rest of the Grailquest Team returns.”

Once the PCs were hooked into the Banewarrens, I simply added a section to my campaign status document:

BANEWARRENS STATUS

PACTLORDS: GQT1 has retreated from the Broken Seal area and will return shortly.

As I said: Short and sweet.

Now I had an open proactive event at my fingertips which I could choose to trigger at whatever time felt appropriate. As it played out during the actual session, this seemed most dramatically appropriate:

At that moment, Tee and Tor caught up. Seeing itself badly outnumbered and already seriously injured, the lamia turn and ran towards a staircase at the far end of the hall. It howled plaintively…

… and was answered by a second howl!

Howl for howl.

Campaign Journal: Session 29CRunning the Campaign: Looting Consumables
In the Shadow of the Spire: Index

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

SESSION 29B: A KNIGHT IN MOURNING

September 20th, 2008
The 16th Day of Kadal in the 790th Year of the Seyrunian Dynasty

A Knight in Mourning - bint87

“Who are you and why have you come to this evil place?”

Tee met the gaze of the angry, armored man. “You’re the one standing over a dead body. You first. What are you doing here?”

“Do not mock me, woman. Those I have cared for have died. Name yourselves and your purpose.”

The tension was palpable. Everyone’s nerves were raw. It wouldn’t have taken much for blood to be shed. The man raised his hand to the hilt of his sword.

Fortunately, this movement allowed Tee and Tor to spot the ring he was wearing on his finger – the signet of the Order of the Dawn. Tor moved into the room, carefully slipping on his own signet ring and positioning his hands so that the man could see it. “We’ve been sent to investigate what’s happening here.”

“What is happening here?” Tee asked.

The armored man dropped his hand from the hilt of his blade. As he relaxed, his entire body sagged with exhaustion and sorrow. “My name is Kalerecent. This was my friend and comrade, Rasnir. Two days ago we came to investigate reports I had heard of strange activity and the sound of digging coming from a mansion in Oldtown.”

They had followed the tunnel and entered the complex. When they arrived, there had been a half dozen strange and monstrous creatures gathered in the room with the “tower of brass and iron”. Kalerecent and Rasnir were badly outnumbered, and so they chose to wait and watch.

One of the creatures – a warped and twisted crone with skin the sickly green of swamp moss and hair like twisted vines – had taken a ring out of a velvet pouch and held it against the door. There had been a bright flash of light and the door had opened.

Kalerecent had not been able to hear what they were saying before, but now one of them spoke loudly: “Hurry, it won’t stay open long!”

And then he knew what he had to do. This entire place reeked of evil and these creatures clearly had foul intentions. He and Rasnir had charged into battle. During the melee, the crone who had opened the door managed to duck through it. But moments later Kalerecent had fought his way to it and wrenched it shut.

“There was another flash of light and the door sealed shut behind me. But even in that moment, one of the creatures – a half-leonid fiend – slew Rasnir. I killed several of the goblins, but the other creatures escaped.”

Dominic offered to heal Rasnir’s wounds, but Kalerecent shook his head. “It has been more than a day. His soul has left this world forever. I tried healing them myself before it was too late, but his wounds were too severe. And when I tried to carry him out of here, I was attacked by the half-leonid.”

Tor knelt beside him. “It may be too late to heal him, but he should still be borne back into the city with honor. May I help you carry him?”

Kalerecent gave a grateful yet mournful smile. “I thank you. But the half-leonid creature is still loose in the complex and the others might return, if they are not here already. The door must not be left unguarded.”

It became clear that Kalerecent felt that Rasnir had died to ensure that the door would not be breached. He wouldn’t allow that sacrifice to have been made in vain.

“And it makes sense,” Tor said. “Whatever they came to the Banewarrens to find, it can’t be good.”

“Aren’t we here to find something, too?” Dominic pointed out.

After discussing their options, they decided to track down the half-leonid creature while Kalerecent continued to keep watch over his friend and the door. Once that was done, Tor and Kalerecent could carry Rasnir’s body back to the surface while the others remained behind to keep a watch on the door.

THE LAMIA ROUTED

Kalerecent accompanied them back into the room with the warding generator. He was able to indicate which of the southern corridors the creature had fled through after their last confrontation. Then he returned to his vigil over Rasnir.

From Kalerecent’s description, Ranthir was able to identify the creature as a type of lamia – a rare and unnatural hybrid of human and lion. “It will be very fast and more than capable of using the claws on its lower limbs.”

The southern corridor led to a wide hall which widened before being abruptly interrupted by a 20-foot square pit. Four thick, rust-covered iron chains were hanging down into the pit, fastened to the wall with heavy bolts.

“It must have gotten to the other side somehow,” Tee said. “I’ll try climbing—“

A giant hand – at least five feet across at the palm — reached up out of the pit and grabbed the side.

“By the gods!” Tee drew her dragon pistol and fired, striking the hand. It reared back and then crashed down again. A moment later the giant levered its way out of the pit with a roar.

Ranthir released a bolt of arcane energy which caught the giant squarely in the chest. The blast seemed to leave a scorch mark, but from the interaction between bolt and body Ranthir’s trained eyes were able to catch the tell-tale marks of an illusion. He shouted out a warning to the others.

Once they had been warned, most of the others could see the illusion for what it was. But not Tee – her mind was still being fooled by it. “Are you sure?” she shouted, diving out of the way of a back-handed blow from the giant.

“I’m sure!” Ranthir shouted.

Agnarr moved up to the edge of the pit and looked down, but the dim light cast by his sword left the lower portions of the pit in deep shadow. A moment later, however, a bottle of fine crystal flew out of the pit and shattered on Agnarr’s chest.

As the bottle shattered, a magical whirlwind burst out of it – snatching Agnarr into the air and hurling him into the nearest wall.

Tee, seeing Agnarr walk through the illusionary giant, finally shook her belief in it. She moved up to the edge of the pit with her sunrod and looked down. At the bottom of the pit she spotted five different lamias. “Oh shit!”

She fired at one of them. The force blast struck… and the lamia disappeared. It was another illusion! With a snarling growl, the remaining lamias started climbing one of the chains out of the pit.

Ranthir tried to throw a flask of oil onto the chain, but his throw went wild and smashed uselessly into the wall. Tee tried to line up another shot, but the whirlwind came sweeping back the other direction and hurled Agnarr into her and her into the wall.

Seeing Tee caught up in the whirlwind, Tor quickly pulled out a length of rope, formed a lasso, and threw it around her. With a sharp tug, Tee came free.

The lamia, meanwhile, had nearly reached the other side of the pit. Tee, while struggling to untangle herself with one hand, snapped a shot off with the other – trying to break the chain the lamia was climbing. The shot hit the heavy iron chain, but didn’t break it.

The lamia reached the other side of the pit and ran for the door. Elestra and Tee fired with their dragon guns, but only succeeded in striking (and banishing) more of the illusionary lamias.

Agnarr turned and raced back out the door they’d come through. Dominic, who hadn’t even managed to get into the room yet, yelled to him as he passed by: “Have we killed it yet?”

Agnarr circled around and managed to intercept the lamia in the outer hall. The lamia spotted him and the two of them cautiously approached each other. Agnarr took a couple of jabs at the snarling creature, while narrowly avoiding its heavy paws.

Ranthir – who had followed Agnarr at a slightly slower pace – came around the corner and sent out a barrage of arcane blasts – leaving multiple scorch marks on the chest of the true lamia and eradicating the last of the illusory doubles. With the illusions gone, Agnarr was able to get his first clear look at the creature, noting the serious wounds already marking its flanks.

At that moment, Tee and Tor caught up. Seeing itself badly outnumbered and already seriously injured, the lamia turn and ran towards a staircase at the far end of the hall. It howled plaintively…

… and was answered by a second howl!

Running the Campaign: Abandoned Dungeons Campaign Journal: Session 29C
In the Shadow of the Spire: Index

Goat With Boxing Gloves - funstarts33

DISCUSSING
In the Shadow of the Spire – Session 29A: Wraiths and Wards

The pedestal was made of stone and carved with a variety of tiny symbols. Atop the crystal, clutched in a claw-like sculpture of brass, was a purple-red crystal, glistening ever so slightly with its own inner light.

Tee crossed the chamber. She quickly estimated the value of the jewel-like crystal to be several thousand gold pieces at the very least. She set to work meticulously inspecting the claw-like sculpture and quickly discovered a pressure-operated trigger, designed to activate some device within the pedestal if the weight of the crystal was removed.

She had only barely started to disable the pressure trigger when a second wraith came screaming out of the crystal. As it passed over the top of Tee’s head it struck her twice – once on each shoulder – chilling her entire body and leaving flaming lacerations in its wake.

In this session, the PCs have an encounter with a malignant crystal which sustains purple wraiths: Whenever a wraith is slain, it is regenerated by the crystal. The only way for the PCs to “defeat” the encounter is to figure out where the wraiths are coming from and then destroy the crystal. If they don’t destroy the crystal, the wraiths will just keep coming.

Let’s call this clever combat. It refers to any combat encounter that the PCs can’t win (or can’t easily win) unless they do something clever. For example:

  • There are stormtroopers firing through a one way forcefield. The PCs will need to figure out how to shut off the forcefield before they can defeat the stormtroopers.
  • The goblins have a large crystal that can project a death ray guarding the entrance of their fortress. A frontal assault is technically possible, but it’ll probably be easier to figure out another way in, use an invisibility spell, or find some other clever bypass.
  • It’ll be a tough fight against these cerberus spawn… unless the PCs realize they can break the dam and wash the hounds into the river.

D&D trolls are actually the OG clever encounter: Until you figure out that they need to be damaged with fire, they are absolutely terrifying. (This has been largely blunted in these latter days, where it seems this lore has seeped pretty thoroughly into the popular consciousness.)

Not every encounter needs to be a clever combat. In fact, they almost certainly SHOULDN’T be. It’s far better to deploy this sort of thing as a way of spicing things up from time to time.

The greatest thing about using a clever combat from time-to-time, though, is that it will condition your players to get clever in every encounter, even — perhaps especially! — the ones where you didn’t prep anything clever.

The only thing you need to do to encourage this is to not get in their way: If they come up with some clever way to upset the odds or peremptorily sweep an entire combat encounter off the board without breaking a sweat… For the love of the gods, LET THEM. The result will be far more memorable than slogging through another vanilla fight, and it will encourage them to keep coming up with more clever ideas in the future.

On the other hand, you can also flip this around: A typical group of PCs is a formidable foe. What clever ways can their enemies find to make handling them easier?

(The really great thing is that this tends to reflect into an infinite loop: A clever foe creates a threat that the PCs will, in turn, have to be clever to overcome.)

Campaign Journal: Session 29BRunning the Campaign: Abandoned Dungeons
In the Shadow of the Spire: Index

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