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Posts tagged ‘in the shadow of the spire’

IN THE SHADOW OF THE SPIRE

Session 16B: The Sanguineous Drinker

This took them into a small area with four chambers similar to the antechambers in which they had found the black cords upstairs. In each of the chambers, they could see the smashed remnants of complex machinery.

“What are these things?” Elestra openly wondered.

As you’re going to see in the next campaign journal, the PCs are about to get their asses kicked by the black centurions – golems of pitch black metal with the devastating attribute of sublimating into caustic vapor when they’re destroyed.

The centurions did not, however, take the PCs completely by surprise. They’re an example of what I’m going to call fair peril: The PCs encountered clues suggesting that this danger existed before they encountered the danger itself.

The particular technique I used for this specific fair peril is repetition in dungeon design: As the PCs explore a given dungeon complex, the will encounter certain features over and over again. As they interact with these features, they will learn more about how they function, allowing them to be more successful in their future interactions with those features.

In this case, the PCs encountered a number of these four-chamber clusters.

Near one of the cables, lying on the floor, was a black, metallic hand. It looked as if it might have been broken off from some sort of life-sized statue. Ranthir picked it up and began studying it. He had just noticed that the joints of the hand were fully articulated when he carried it out into the hallway. The hand almost instantly sublimed into a cloud of caustic black vapor that burned his eyes and his skin.

In this one, for example, they encountered the caustic vapor trick, which might have warned them about what the full black centurions would do when they encountered them. (They didn’t actually connect the dots, but they could have. And after the fact they were able to look back and go, “Oh no! We should have known better!” Which can be just as satisfying, albeit in a different way.)

I find it generally more effective to repeat these patterns with variations. These repeated elements within your dungeon design form a puzzle of sorts. When it’s the exact same thing every time, it ends up being a really boring puzzle.

You can see this design philosophy strongly in my redesign of the Tomb of Horrors, although there the expectations are subverted with the repeated design elements sometimes creating a false expectation of similar function (even when other clues are warning the PCs that this is not the case).

Sandy Petersen’s Creepy Stuff Rule is another example of how fair peril can be designed into your scenarios.

The good news is that you really don’t need to overthink this: Fair peril elements will flow naturally out of designing things that are true to your game world. When these laboratories were still functioning aeons ago, for example, they were protected by the black centurions. It follows that (a) black centurion stations would be located at various places around the dungeon complex and (b) those stations would be in various states of disrepair.

The other great thing about fair peril is that it’s basically synonymous with suspense, anticipation, and tension: Suspecting what dangers might lie around the next corner is what will make your players dread turning that corner.

AMBUSH DANGERS

With that being said, please don’t mistake fair peril as being the one true way. Ambush dangers – the perils that appear without any warning whatsoever – also have their place, and the jump scares they provide can be very effective.

And, in fact, the centurions in this scenario could just as easily have been an ambush danger if the PCs had explored the dungeon in a different sequence. (It’s a very nonlinear complex.)

Of course, if they’d done that, you’ll note that the trap of the sublimating caustic hand would have become fair peril. See what I mean about how easy this stuff is if you design realistic, interconnected and consistent worlds?

Ptolus - In the Shadow of the Spire

IN THE SHADOW OF THE SPIRE

SESSION 16B: THE SANGUINEOUS DRINKER

January 19th, 2008
The 6th Day of Kadal in the 790th Year of the Seyrunian Dynasty

PRISON CELLS AND TORTURE CHAMBERS

Eventually Tee concluded that there was no way for her to get the door open: There was no mechanism for her to manipulate and she couldn’t figure out any way to fool what identification magic was being used by the palm reader.

They headed back to the hallway crossroads and went in the opposite direction. This took them into a small area with four chambers similar to the antechambers in which they had found the black cords upstairs. In each of the chambers, they could see the smashed remnants of complex machinery.

“What are these things?” Elestra openly wondered.

Nobody knew. But Ranthir, poking around through the wreckage, found more of the black cords leading from walls and attached to what was left of the machinery (suggesting that machinery like this might once have been found in the chambers upstairs, as well).

A doorway on the far end of this area led back out into the pool room. They turned around and went back to the crossroads, continuing on their way.

A set of double doors led them into another hallway, this one ending in another bluesteel door. This bluesteel door, however, had been heavily battered from the outside, bending it hideously inward. Despite its warped condition, however, its tremendous strength did not seem noticeably lessened. They had no luck trying to get past it.

So, instead, they took a side passage that led them into a narrow hall flanked by four prison cells. Each of the cells had a lever on the wall directly opposite it, and some quick experimentation by Agnarr revealed that these levers opened the bars on the cells (retracting them into the floor).

Two of the cells were occupied by skeletons. Tee shot a couple of arrows at them, just to be one the safe side, but they didn’t appear to be undead… just dead.

One of the cells, however, didn’t need to be opened: The bars had been broken and bent outward. (Clearly whatever had been locked in there hadn’t wanted to stay put.)

Agnarr was pondering the cells with a thoughtful look on his face. This made Tee nervous. “What is it, Agnarr?”

Agnarr turned to Dominic. “Is one of these bodies an orc?”

Dominic did a quick examination of the bones and identified that, in fact, one of the bodies had belonged to an orc.

Agnarr grinned, grabbed the hand from the orc skeleton, and ran back to the room with the rods and iron door. He stuck the bony hand into the palm reader…

(more…)

IN THE SHADOW OF THE SPIRE

Session 16A: To Labyrinth’s End

Grinkel Mine - Collapsed Tunnel

There was another hall directly opposite the one they had emerged from, but they could see that it ended in a complete collapse after only a few dozen feet. (A careful examination of Ranthir’s maps suggested that this was part of the same collapse that had blocked their progress on the upper level.

In the Laboratory of the Beast I use collapsed tunnels primarily to create an illusion of scale. Although this particular complex was already quite large (comprising 60+ rooms), I wanted to give the impression that it had originally been even larger. So I simply collapsed part of the complex.

There are a couple techniques that I think help to sell this illusion:

First, the complex needs to already have some scale to it. I’ve found that if you just map two or three rooms and then collapse a tunnel that supposedly leads to a vast complex that no longer exists, the players don’t really feel it.

Second, include smaller collapses that the players can discover the other side of (by circling around). The fact that stuff exists behind this collapse will reinforce the illusion that there were vast chambers behind all of those other collapses, too.

A brief digression here: Why did I decide 60+ rooms was enough and then evoked the rest of the complex by collapsing corridors?

Simple: I ran out of ideas.

When I sat down to design the Laboratory of the Beast, I brainstormed a bunch of ideas, reviewed the original brainstorming notes I had compiled when starting the campaign, and did a quick survey through some bestiaries for cool stuff I could include. Then I started mapping, jotting down which ideas went into which rooms as I went. Along the way I discovered some new ideas, and other stuff got thrown out when I discovered I didn’t actually like it or that it didn’t fit with how the rest of the complex was developing.

And then, somewhere down on the second level, my list of ideas had dwindled to almost nothing. So I collapsed the remaining tunnels. Then I went back up to the first floor and tweaked the map so that the collapse extended vertically, too.

WHY?

From a design standpoint, the primary reason to use this technique is when a particular dungeon concept requires a certain scale – “vast dwarven city”, “sprawling military laboratory”, “petrified remains of a demon so large its veins are corridors” – but in actual practice you’re not interested in spending the time necessary to explore the entirety of that scale.

This can also be true in a fractal sense: This complex should have had barracks for 500 men. It’s not difficult to map that, but searching 500 nondescript beds is boring, so drop a ceiling on most of the barracks complex and call it a day: The PCs will still be able to get a sense for how the dungeon functioned (“I guess these were the barracks”), but you bypass potential drudgery.

In general, collapsed tunnels also suggest age and imply danger. They can also create a sense of mystery. (And sometimes that mystery will be paid off if a collapse can be navigated or circumnavigated.)

In the dungeons of Castle Blackmoor, Dave Arneson used collapses in order to change the topography of the dungeon itself, thus altering the tactical and strategic properties of the megadungeon. Perhaps most easily used in campaign structures where the PCs are repeatedly re-engaging with the same dungeon complex, it’s also possible to sparingly use this gimmick by collapsing tunnels while the PCs are still inside the dungeon. In addition to the immediate peril of the collapse itself, the PCs will be posed with a new challenge as they try to figure out how to get back out of the dungeon. (There’s a scenario by JD Wiker in Dungeon #83 called “Depths of Rage” which uses this gimmick and which I ran to great effect in my first 3rd Edition campaign.)

Collapses can also open passages that didn’t previously exist. And, in either capacity, they can serve as triggers: The dark dwarves who are invading the outer dwarven settlements because their own realms have been destroyed by a cataclysm. The breaching of an ancient eldritch prison. Deep goblins finding new pathways to the surface. And so forth.

AND WHAT IF?

One thing to be aware of when using collapsed tunnels is the possibility that the PCs will figure out how to excavate or bypass them. (This becomes particularly true as they reach higher levels and gain access to magical resources that can make this task increasingly trivial.)

It can be useful, therefore, to have some sense of what’s “back there” behind the collapse, just in case your players make it necessary for you to know. This is probably just good design advice in general, honestly, and you can see that with the examples above: I knew that there were more beast-themed laboratories beyond the collapses. When we dropped the ceilings on the barracks, we knew that they were barracks. These complexes weren’t just random assemblies of randomness; they were built (and inhabited) with purpose, and if you understand that purpose then you’ll just naturally know what’s behind the collapse.

Thinking about this too much, of course, is a trap. The odds of the PCs deciding to clear some random collapse are actually quite low, so going into any sort of detailed prep about what’s back there is almost certainly wasted prep and should be avoided. (It also likely negates the entire reason you collapsed those tunnels in the first place; i.e., to avoid prepping that stuff.)

BUT WAIT!

What if you want the PCs to excavate a tunnel and find a bunch of cool stuff behind it?

This can be tricky to reliably pull off. The natural reaction most people will have to seeing a blockade of solid stone is to go somewhere else. Most players will also be guided by the meta-knowledge that dungeon collapses rarely have anything mapped behind them, so the hard work of clearing all that rock is likely to be met with the GM literally stonewalling them.

(Pun intended.)

In order to overcome that natural and cultivated aversion, you’ll need to turn the area beyond the collapse into an attractor: You need to create a specific desire/need for the PCs to clear the collapse. For this, you’ll want to employ the Three Clue Rule: Old maps depicting the area beyond the collapse. Withered undead who murmur about lost riches. And so forth. Maybe it will become clear that whatever brought the PCs to the dungeon in the first place must lie beyond the collapse.

Get digging!

Ptolus - In the Shadow of the Spire

IN THE SHADOW OF THE SPIRE

SESSION 16A: TO LABYRINTH’S END

January 19th, 2008
The 6th Day of Kadal in the 790th Year of the Seyrunian Dynasty

They left the Temple of Asche. Tee headed down towards South Market to meet with Edarth and collect their payment for the consignment of gems. The rest of the group split up: Ranthir and Elestra headed back to the Delver’s Guild Library to continue Ranthir’s research. The others headed towards the Undermarket and began asking questions about the taint and showing around the tainted objects they had recovered.

Their goal was to find out more about the taint or the objects or both. Maybe there was some other way that they could dispose of the objects or cleanse themselves of the taint.

Unfortunately, their inquiries were unsuccessful. Those who had any familiarity with the taint could only give them one piece of advice: Stay away from it.

Sheva Callister told them the same thing when they asked her about it: “There are dark things beneath the city. Some look for the power to withstand them, but in my experience its better to learn how to avoid them.”

RETURN TO THE LOWER LEVEL

By noon they had all returned to the Ghostly Minstrel. They had learned nothing of value, but at least they had the money they would need to pay the Temple for their cleansing rites the next day.

Despite the fact that neither Tee nor Ranthir were feeling entirely well, the decision was made to return to Ghul’s Labyrinth. “I’d rather not just sit around and wait,” Tee said. “Besides, I may feel a little under the weather, but it’s not that bad.”

They first thing they did was open the doors to the temple of ebony, throw every item they had identified as tainted into the room, and then slam the door shut again. Then they headed straight back to the area they had been exploring before being driven out of the complex by their wounds. The strewn wreckage of the constructs was undisturbed, and they took this as a sign that there were no more immediate threats in the area.

On the far side of the chamber of the jewel scarabs they found a series of workshops that had apparently been dedicated to the creation of various constructs.

In the first of these chambers there was a large forge built into the corner. Strange metal frames were built up here and there and the middle of the room was dominated by a large stone worktable. The materials in this room had been badly damaged, but Ranthir estimated that it could still be quite valuable (worth 2,000 gold pieces or more). However, the total weight of it all – more than five thousand pounds – quickly dissuaded them from any thoughts of looting the place.

The new chamber appeared to be a parts storage of some kind. The walls of the room had been carved out with numerous cubbyholes, cabinets, shelves, and the like. Ranthir identified these golem construction parts as being more valuable – worth 5,000 gold pieces — and lighter weight (only a thousand pounds or so). But it was still more than they could hope to carry out of here. (“We’ll need to come back with hirelings,” Agnarr said, gazing appreciatively around the room.)

In the next chamber there were several rack-like structures running down the length of either wall. Most of these racks were empty, but two of them still contained mechanical constructs.

Thoon Constructs - Monster Manual V

Various sections of these constructs, however, were open. They had either been disassembled or were never complete to begin with. Ranthir was intrigued at the thought of completing them, but this was a project that would undoubtedly require a great deal of study and even more time.

For now they moved on, taking a hall that led east out of this final chamber. This took them into another workroom in which a large drill – literally ten feet long and half as thick – was suspended from scaffolding. The drill was flanked by two workbenches and was clearly unfinished. However, Ranthir was able to ordain enough of its mechanisms to recognize that, intact, it would have been self-propelling. The drill’s cutting surfaces were edged with at least 9,000 gold pieces worth of adamantine.

While Ranthir had been examining the drill’s mechanisms, Tee had been poking through the workbenches. In one of the many drawers, she found a cedar box inlaid with Ghul’s skull sigil in blackoak on the lid.

(more…)

IN THE SHADOW OF THE SPIRE

Session 15C: The Taint of Ghul

Ranthir suspected that the temple they had explored was a tainted place. It was also possible that some of the items they had taken from the Labyrinth were tainted themselves…

When I created the Western Lands setting for my first 3rd Edition campaign, there was a Lovecraftian element I wanted to include and I decided to try modeling that element with a Call of Cthulhu-inspired Call of Cthulhu - ChaosiumSanity mechanic.

Quick verdict here: This doesn’t work with D&D.

First, the D&D milieu already incorporates Lovecraftian elements, but does so through a distinct literary tradition descending from the sword and sorcery tales of Robert E. Howard and Clark Ashton Smith.

Second, D&D is an intensely and inherently violent game. Call of Cthulhu’s Sanity is calibrated to model the reaction to such violence realistically (with psychological devastation), but, once again, D&D’s treatment of violence is heroic and legendary in character.

It’s just a complete mismatch. I scrapped the Sanity rules.

Nonetheless, there was this aspect of the setting that I felt needed to pop mechanically in order to properly emphasize that it very specifically wasn’t just a traditional part of D&D’s kitchen sink of fantasy. This other order of beings that wasn’t just a different breed of monsters, but something inimical to the very fabric of reality itself.

When Unearthed Arcana came out, it included its own set of Call of Cthulhu-derived Sanity mechanics. I briefly incorporated those into my house rules document, but they never really made it into play. It was still clear to me that they weren’t going to work.

Unearthed Arcana - Wizards of the CoastUnearthed Arcana, however, also included a separate mechanic referred to as Taint. This was much closer to what I wanted: Something that infected certain locations, objects, and characters. Something that basically allowed me to “tag” certain aspects of the game world and say, “This is bad mojo. This is Mordor. This is the broken symmetry. This is the singularity beyond which your perception of the world is cracked.”

And it basically worked. I found the rules from Unearthed Arcana a trifle overwrought, so I streamlined and simplified them when I incorporated them into my house rules, and they were brought fully online in the campaign immediately preceding In the Shadow of the Spire.

Later, Monte Cook published a sourcebook called Chaositech detailing a sort of steampunk-ish technology driven by chaotic energies. I thought the idea was really cool and wanted to incorporate it into the existing technomantic arts of my campaign world even before chaositech turned out to be an integral part of Cook’s Ptolus setting.

Chaositech - Malhavoc PressChaositech, however, featured another overwrought system for the mutations and other effects suffered by characters wielding it. I realized that I could rip that whole set of mechanics out and basically plug in the Taint mechanics that were already part of my campaign.

Here, too, the taint worked: It created fear in the places where D&D characters typically don’t feel fear. And, in the case of chaositech, it created a clear and definite distinction which made it clear that these strange, technomantic machines weren’t just a simple substitute for magical items. They were something different. They were something other.

If anything, taint has proved a little too effective in the campaign: I thought there would some dabbling with chaositech. But the PCs want absolutely nothing to do with taint. In the current session they are only beginning to comprehend its jeopardy, but you’ll shortly see that the moment they identify something as tainted, they will immediately take steps to dispose of it.

Although that, too, would ultimately prove to have fascinating consequences.

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