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Posts tagged ‘in the shadow of the spire’

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

SESSION 20F: THE GHOST APPEARS

April 27th, 2008
The 9th Day of Kadal in the 790th Year of the Seyrunian Dynasty

Heading back out into the hallway they went to the last door on the second level. This was another iron door and it led into one of the small towers that flanked the front gate. A ladder bolted to the wall led up to the next level of the tower.

Tee and Tor climbed up the ladder. Tor headed through another iron door, this one leading to the gatehouse immediately above the entrance to the house: They could see where a large stone block had been levered out of the floor and pushed to one side, revealing the murder hole the ratlings had attacked them through.  A narrow wooden table off to one side held the decrepit remains of four crossbows and three quivers of rotten quarrels, all covered with cobwebs and dust. An iron pot filled to the brim with rusty caltrops was shoved into a far corner. There was a matching door directly opposite.

Tor proceeded cautiously into the gatehouse. He hadn’t gone more than a few steps, however, before the door suddenly slammed shut behind him. Tee jumped for it and easily got it open again. She turned and called over her shoulder, “Get up here! Something’s happening!”

The trapdoor slammed shut.

“Tee?” Elestra called. “What’s happening?”

Tee whirled back towards Tor… just in time to see the ghost materialize between them.

The spirit wore the robes of an Imperial priest, but its face was contorted with fury. “Leave this place! The curse will claim your souls!”

Tee hesitated for a moment and then leapt for the trap door, yanking it open. “Agnarr! The ghost is right here!”

Tor, meanwhile, had drawn his sword and – with a single quick swing – sliced it through the ghost’s ethereal form. Although the blade crackled and its electrical arcs flashed as it passed through the ghost, the apparition appeared unphased.

Agnarr began clambering up the tower ladder. Dominic, thinking quickly, ran back around the hall to a window looking out over the courtyard. Through this he was able to look up through one of the inner arrow slits of the gatehouse and see the ghost moving menacingly towards Tor.

Dominic raised his holy symbol and called out a prayer to Athor. But whether it was the distance, the thick stone walls, or the sheer tenacity of the spirit the prayer had no effect. Frowning, Dominic ran back around towards the ladder.

Tor swung his sword again… again to little effect. But at the blow the ghost’s face was transformed into a black maw of rage “YOU HAVE BEEN WARNED!”

Every object in the gatehouse began to shake violently, and then handfuls of the sharp, rusty caltrops came flying out of their cauldron – pelting Tor viciously.

Agnarr leapt out of the trapdoor and drew his sword, bounding towards the door leading to the gatehouse. “FOR THE GLORY!”

The spirit whirled: “LEAVE THIS PLACE.”

Agnarr grunted and swung his flaming sword. It ripped through the ghost, and Agnarr could feel it catching and tearing.

The ghost moaned in pain and rushed away from Agnarr… passing straight into Tor’s body.

Tor jerked spasmodically, and then a clearly alien intellect took possession of his limbs and spoke through his lips: “Leave this place or your friend will die.”

Agnarr paused. “I’ll only give you once chance: Get out of his body.”

“LEAVE THIS PLACE!”

Agnarr attacked. The spirit clumsily raised Tor’s sword and parried the attack. Agnarr moved to attack again, but the ruined crossbows were swept off their table and hurled at Agnarr by invisible hands.

Agnarr stumbled under the assault, and barely got his sword back into a defensive position as “Tor” attacked him. Agnarr parried several more attacks, trying to figure out some way of getting rid of the ghost without harming Tor. But there didn’t seem to be any way around it.

“I’m sorry, Tor! Dominic will heal you later!” Agnarr got ready to swing away with all his strength, which would surely sweep aside the ghost’s clumsy defense—

When Dominic, having ascended the ladder behind him, raised his holy symbol and with a shouted prayer focused his faith upon Tor’s body. The ghost was blasted back, forcibly ripped from Tor’s soul, and then faded into wispy nothingness…

“Is it gone?” Tee asked.

Dominic gasped. “I think so.” (more…)

IN THE SHADOW OF THE SPIRE

Session 20E: Into Pythoness House

Good Dog

Agnarr beamed: “A dog!” He caught it deftly in his hand.

The dog continued struggling, trying ineffectually to claw and bite at Agnarr. It also continued its shrill barking: Yip! Yip! Yip! Yip! Yip! Yip!

Tee grimaced. “Agnarr…”

Yip! Yip! Yip! Yip! Yip! Yip!

“It’s a dog! Not a real dog… but a dog!”

Yip! Yip! Yip! Yip! Yip! Yip!

Tee grabbed the dog from Agnarr’s hand and smashed it to smithereens on the floor. Agnarr’s face fell…. but at least the incessant yipping stopped.

Arguably the most powerful and memorable moments you will experience at a gaming table are those in which a PC faces a crucible of character: Where the outcome of a particular moment will not only change the direction of future events, but will in a very meaningful way rewrite who the character is on a fundamental level.

Often these moments will blindside you: You won’t even realize the significance of what’s happening until you’re abruptly in the moment and the dial has suddenly cranked up to 11.

And in some cases you may be sitting at the same table — or even running the game — and not realize that a character crucible is happening right next to you until long after the fact. This is because, during a roleplaying session, everyone has a unique and privileged view of the game: As a GM, I am gifted with near-omniscience and can see all that is happening from a vast perspective. But each player is given the exclusive ability to experience what’s happening inside the head of their character.

Take, for example, this yipping dog.

At this point in the campaign, it had become a running gag that Agnarr (a) wanting a dog and (b) could not find a goddamn dog. Speaking of the unique path of actual play, this running gag was not planned: It emerged organically because every time Agnarr would go looking for a stray dog in Ptolus he could completely flub his Animal Handling check. (Hence the quote at the end of Session 20A: “It’s like there are no damn dogs in this entire city!”)

That brings us to Pythoness House, where the PCs find a porcelain dog that was put there by Monte Cook:

Six of these statuettes remain intact. Due to the power of the spirits inhabiting this place, they leap off and attack 1 round after anyone enters the room. Each figurine is a Tiny animated object. Most are statuettes of people, although one is a dog and one is a winged angel. The angel figurine flies rather than walks.

The yipping was my idea, and it was probably crucial to this moment happening because it was really annoying and almost certainly prompted Tee to take the unilateral action of smashing the dog.

AGNARR’S TWO PATHS

At this point in his life, Agnarr was deeply discontented: He’d lost his village. He’d lost a chunk of his life (and, with it, seemingly any chance of recovering his village). He found the crowded, confusing streets of Ptolus disconcerting and frustrating.

When Seth took over the character of Agnarr, he saw the conflict the character was in and he responded by briefly sketching out two potential paths the character might follow as they leveled up: On one path, Agnarr would multiclass into the Tactical Soldier prestige class and specialize in feats and abilities that would make him a natural leader for the team; coordinating the actions of others and enhancing their achievements through his presence.  And on the other path, Agnarr would multiclass into Frenzied Berserker, consumed by his rage to the point where he would even become a hazard to his companions.

In the present moment, however, Agnarr wanted a dog. It was a fairly definitional desire that had been established by Dave, his original player, and Seth had continued that pursuit. What was a running joke to me and the rest of the table (including Seth as a player) was actually really serious for Agnarr as a character: All he wanted was an animal companion; a faithful hound that would remind him of the simple and natural life that had been taken from him. But the confusing, frustrating city denied him even this simple thing.

In this moment, with the yipping porcelain dog, Agnarr felt a legitimate emoment of simple joy: The city had finally given him one thing. It wasn’t exactly what he wanted, but it was still a kind of victory.

And then Tee smashed the dog.

Right in front of his face.

And none of his “friends” cared.

They laughed about it.

And that was it. The choice had been set. Agnarr was turned towards the path of rage and alienation. It wasn’t like a switch had been flipped — he didn’t suddenly Hulk out or anything — but he had been set into motion.

Later there would be another crucible. A moment that would turn Agnarr away from that path and towards another. (You might spot it in the campaign journal when it happens.)

Now, here’s the thing: I didn’t know about any of this. Nobody at the table did except for Seth. In fact, I think it was literally years later that Seth revealed this.

But that doesn’t make the moment any less important. Or special.

In fact, quite the opposite: In the best campaigns, the fact that everyone is experiencing a personal narrative from their unique perspective of their character is what makes the totality of the shared narrative woven together from those threads so incredibly powerful and unlike the experience of any other medium.

If you’d like another example of this sort of “private narrative” being experienced by a single player — one so powerful that it literally moves people to tears — check out Matt Colville’s beautiful summary of the climax of the first season of Critical Role:

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

SESSION 20E: INTO PYTHONESS HOUSE

April 27th, 2008
The 9th Day of Kadal in the 790th Year of the Seyrunian Dynasty

Ptolus: Night of Dissolution - Pythoness House

Tee and Dominic returned to the Ghostly Minstrel only a few minutes before Ranthir emerged from his room. Ranthir introduced Erin to his friends and grabbed a bite to eat for himself.

Then they headed towards Oldtown and, within a quarter of an hour, they were standing on the street before Pythoness House.

The keep-like house seemed dreary beneath the noon sun – grimed and crumbling from years of neglect. Tee and Elestra were able to slip through the iron gate facing Emmitt Street, but Agnarr was forced to shove the rusty metal to one side causing it to emit a horrible shriek.

Looking through the stone arch on the front of the house they could see through a short passage into an interior courtyard. As the others came up the hill, Tee took the lead and headed through.

She was halfway through the stone passage when some instinct caused her to look up: A small, black metallic sphere was being dropped through a small murder hole!

Tee leaped forward as the powder bomb landed behind her and exploded. She managed to avoid the worst of the blast, rolling into the inner courtyard as several small mice scattered ahead of her. Agnarr and Tor, seeing the explosion, came running up – only to dash headlong into a second powder bomb.

Tee rolled to her feet and tried to find a target with her dragon pistol – but the opening was too small and the angle poor. She couldn’t see anything.

“COME TO ME…” The disembodied voice seemed to spring up from all around Tee – echoing through the courtyard and dancing through the empty windows and doors of the house. Tee whirled around, trying to find the source of it… but there was nothing there.

Elestra, Ranthir, and Dominic dashed through the passage into the courtyard. Agnarr and Tor pulled a rear guard, and barely managed to dive out of the way as a third bomb filled with dung was dropped.

Agnarr hauled himself to his feet, wiping a few flecks of disgusting excrement off of his armor. “That was digusting. Wait—listen!” His sharp ears had caught the sounds of skittering claws racing across stone – whoever or whatever had been using the murder hole was running off to the west through the upper passages. Then something large was thrown to the floor, and there was a booming noise – a large door being slammed.

Then there was silence. (more…)

IN THE SHADOW OF THE SPIRE

Session 20D: The Talk of the Town

They headed over the Temple of Asche. Unfortunately, Mand Scheben wasn’t there. They made plans to come back the next day. They also tried to meet with Lord Zavere, but he was also out (Kadmus told them that he had gone out with Lord Abbercombe and was not expected back until the next morning).

This sort of “the person you went to go see isn’t available right now” moment is actually a really great way to make sure that your world feel like it’s actually a real, living place with a persistent existence beyond the PCs: The NPCs aren’t just video game characters with yellow exclamation marks over their heads.

Although it’s a very minor technique, in practice it’s actually a fairly sophisticated one and I honestly wouldn’t recommend it for beginning GMs. That might sound crazy for something that seems to incredibly easy to execute: When a player says they want to go see Person X, you just say, “No.” Simple.

But the fact that you’re saying “No” is actually what makes it tricky to pull off well. Remember that you generally want to Default to Yes when you’re GMing. So if you’re doing this, you want to make sure that you’re not just doing it in order to stymie your players (i.e., that you’re not preventing them from seeing Person X because you want to railroad them onto a different path).

In this case, the unavailability of Lord Zavere was actually something that I had plotted out in my campaign status document, and it self-evidently had nothing to do with Tee’s specific desire to see him here (since I’d had no idea that any of this was going to happen before we started play). For Mand Scheben, there’s an indicator of my good faith in making the decision in the fact that the PCs actually manage to catch up with him a little later.

But it’s actually a little trickier than that: It’s not enough for you not to be intentionally blocking a player choice, you also need to make sure that the players don’t perceive you as having intentionally blocked their choice. These usually go hand-in-hand, but sometimes that’s not the case. This technique is a particular quagmire in this regard: Any time you say “No” to the players without a clear explanation for why the answer is “No” you risk them interpreting that decision as capricious and, therefore, that they’re being railroaded; but the entire point of this technique is, in fact, to establish that the game world exists beyond their perceptions and does not owe them answers!

How do you square that circle? Largely by earning the players’ trust. And you do that by being earnest and forthright in how you’re running your game. If you establish – repeatedly and consistently – that your decisions are coming from the game world and that the players can trust you to roll with their ideas and to follow them to the most unexpected places, then when they’re met with the inexplicable and the frustrating they will identify that frustration as coming from the game world and not from the Game Master.

And that’s valuable well beyond the confines of this simple little technique, because when your players stop trying to keep one eye on the wizard behind the curtain it allows your game world to truly come alive.

BEGINNER-LEVEL TECHNIQUE

A much easier version of this technique can be done by inverting the approach: Instead of having an NPC unavailable when the PCs want to talk to them, have the PCs unavailable when an NPC wants to talk to them. The PCs return to their office and find a note slipped under the door (“It is urgent that we meet at once!”) or come home to find a message on their answering machine.

If you schedule NPC approaches to the PCs in the campaign status document, you’ll find that these moments arise completely organically. (The sheet says Person X is coming to see them at their office at 3pm on the 10th, but at 3pm on the 10th they’re fighting xorbloids from Aldebaran.)

Because you’re not blocking a player-chosen intention, pulling this off without negative side-effects is fairly trivial. (Although you’ll probably still want to avoid overdoing it.) But it achieves a similar effect by asserting that the other characters in the world have lives and schedules that are not completely centered on the activities of the PCs. With that being said, when the consequences for missing a meeting turn bad (their would-be client gets killed before they can contact her, for example), it will nevertheless be much more effective if you’ve established trust with the players (because they’ll blame themselves for the bad outcome and not you — you didn’t arbitrarily choose to have them miss the client, they could have been there; they could have saved her).

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

SESSION 20D: THE TALK OF THE TOWN

April 27th, 2008
The 8th Day of Kadal in the 790th Year of the Seyrunian Dynasty

GATHERING AT THE GHOSTLY MINSTREL

When they had gotten some distance away from the cathedral, Tee asked Dominic whether he thought they ought to tell Mand Scheben about what was happening. “Even if he can’t advise us, I think he should at least hear it from us.”

Dominic agreed and they headed over to the Temple of Asche. Unfortunately, Mand Scheben wasn’t there. They made plans to come back the next day. They also tried to meet with Lord Zavere, but he was also out (Kadmus told them that he had gone out with Lord Abbercombe and was not expected back until the next morning).

Stymied (at least for the moment), they returned to the Ghostly Minstrel in time to meet the rest of the group for dinner.

Tee and Dominic gave a brief, but complete, overview of what had happened with the Silver Fatar. Dominic also told them that he had decided to simply not show up at the Temple of the Clockwork God the next day. He still wasn’t sure what Maeda wanted, but he didn’t feel safe about it.

With that decision made, Elestra began telling them everything she had learned that day about Pythoness House; the second Flayed Man killing; and – most exciting of all – the fact that their names were being mentioned all over town as a result of Shilukar’s capture!

“It’s being talked about all over town?” Tee said.

“Yes!” Elestra said.

Tee’s face went white. She pushed her chair back and stood up quickly. “Excuse me. I have to go.”

She ran out of the Ghostly Minstrel, leaving the others to look after her and exchange puzzled frowns. (more…)

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