The Alexandrian

Posts tagged ‘in the shadow of the spire’

Girl Trying to Remember - deagreez

DISCUSSING
In the Shadow of the Spire – Session 44A: Whorehouse of Terror

Agnarr flew into a rage. “Stay away from her!”

The serpent-men in the far hall had now thrown open one of the doors there. “Erepodi!” they shouted through it. “We’re under attack!”

Erepodi… The name was familiar to Tee. It took her a moment to wrack her memory, but eventually she alighted upon its source: The small picture locket they had found in Pythoness House.

And indeed, in the very moment that Tee remembered the locket, Erepodi herself strode into view through the door, scarcely changed from her picture.

“I know not who you are! Or why you have come! But none shall disturb my house!”

This is a moment where the player has forgotten something that happened during the campaign. This isn’t unusual. As human beings we forget stuff all of the time, and unlike our characters we aren’t living in these fictional worlds 24-7. (Or whatever the hours, days, and weeks look like in your fantasy milieu of choice.)

I don’t remember exactly how this precise moment was resolved, but it generally happens in one of three ways.

First, one of the other players does remember this bit of continuity and simply reminds the table what happened. It’s up to the player to decide whether that’s an in-character moment (e.g., Tee forgot and Ranthir reminded her) or not. (I’m pretty confident this isn’t what happened in this moment, as this happens all the time and I wouldn’t have recorded it in the journal.)

Second, the campaign journal is consulted. Creating a record of continuity is, after all, exactly why we’re keeping a campaign journal in the first place. In the case of the In the Shadow of the Spire campaign, one of the players has loaded the journal into the group’s private wiki so that it can be rapidly searched (along with digital copies of many of the handouts and other records the group has created).

Third, I’ll have the PC make a memory check. For my D&D 3rd Editon campaigns, I simplified and adapted a rule from the Book of Eldritch Might 3 for this.

MEMORY CHECK

Whenever a character might remember something that happened to them either in actual play, from their own (pregame) past, or something that happened “off stage”, they should make a memory check. (This could also be to remember some minor detail that the DM didn’t point out specifically because it would have caused undue suspicion and attention…)

A memory check is a simple Intelligence check. Characters cannot Take 20 and retries are not allowed. (Characters can Take 10 in non-stressful situations, however.)

DCSituation
5Something just about anyone would have noticed and remembered; the general appearance of the man who killed your father (assuming you got a good look at him)
10Something many people would remember; such as the location of the tavern they ate at across town yesterday
15Something only those with really good memories might recall; like the kind of earrings a woman was wearing when you spoke with her three days ago
20Something only someone with phenomenal memory would remember; such as the name of a man you met once when you were six years old
25Something no normal person could remember, such as the nineteenth six-digit combination code on a list of 80 possible combination codes for a lock, when you only saw the list for a few moments

Characters also have access to the following feats:

  • Excellent Memory: +5 to memory checks
  • Photographic Memory: +15 to memory checks. (Requires Excellent Memory.)

This material is covered by the Open Gaming License.

THE GM’s ROLE

What about my role as the GM here? Shouldn’t I just tell the players when they’ve forgotten something?

Maybe.

This is a tricky bit of praxis, in my opinion. On the one hand, I don’t want the players stymied because they’ve forgotten something that their characters should remember. On the other hand, figuring out how things fit together is a deeply satisfying and rewarding experience, and I don’t want to be constantly short-circuiting that by spelling everything out for them. Conclusions are just infinitely more fun if the players figure them out for themselves.

And, in fact, it can also be fun when the players could have figured something out, but didn’t. That, “Oh my god! It was right in front of us the whole time!” moment can be really incredible, but none of you will ever have the chance to experience it if you’re constantly spoonfeeding them.

So if I can see that my players have “missed” something, the first thing I’ll ask myself is, “Have they forgotten a fact or are they missing a conclusion?” I may or may not provide them with a missing fact, but I will do almost anything in my power to avoid giving them a conclusion.

(This situation with Erepodi is an interesting example because it kind of lands in a gray area here: It’s partly about remembering a fact they learned in Pythoness House — i.e., the name “Erepodi” — and partly about drawing the conclusion that this is the same person. So it’s a little tricky.)

The next thing I’ll consider is, “Is this something that their character should remember?” The answer to that may be an obvious Yes, in which case I’ll provide the answer. If the answer isn’t obvious, call for a memory check. (This can usually just default to some kind of Intelligence or IQ check if your system doesn’t have a formal memory check mechanic.)

Tip: An advanced technique you might use, if you have a searchable campaign journal like we do, is to say something like, “You should check the campaign journal for that.” The disadvantage is that this consumes extra time. But it has the benefit that the players still feel a sense of ownership about “figuring it out.” Logically, it shouldn’t make a difference. In practice, it can be an effective bit of psychological finesse.

Another key consideration is how essential this information is to the structure of the scenario and/or the PCs’ current situation. If it’s just an incidental detail leading to a revelation that could just as easily simmer for a long time, then I might be a little more likely to let it pass and see if the players notice it or figure it out later. If, on the other hand, they’re in a middle of an investigation, are rapidly running out of leads to follow, and forgetting this detail will likely derail the investigation completely, I’m more likely to default to giving them the info.

A final factor here is if the players are directly asking for the info. For example, if they say something like, “Erepodi? That name sounds familiar. Justin, where have we heard that name before?” This is a very strong indicator, and I’m almost certainly going to either point them in the right direction (“check the campaign journal” or “do you still have that letter from the duke?”), call for a memory check, or simply give them the information.

Conversely, if they aren’t saying anything, players often know more than you realize. It’s not unusual for me to call for a memory check, have it succeed, and give them the information, only for the player to say, “Oh, yeah. I already knew that.” This is another reason why, in the absence of other factors, I’ll usually default to not saying anything and seeing how things develop through actual play.

If nothing else, when they realize their mistake, it will also encourage the players to keep better notes!

ADVANCED TECHNIQUE: DELAYED RECALL

Here’s a technique I haven’t actually used, but by sheer synchronicity I was reading through Aaron Allston’s Crime Fighter RPG this week and stumbled across a cool idea. In the introductory scenario “New Shine on an Old Badge,” the PCs are tracking down a criminal who turns out to be an ex-cop dressing up in his old uniform. When the PCs have an opportunity to catch a glimpse of this fake/ex-cop from a distance, Allston recommends:

As the investigation and paperwork continues, the characters will find that no one knows who the officer was. Let the characters make INT rolls. If anyone achieves a 17 or better, he’ll remember who the guy is — “Ray Calhoun — only that can’t be right, because he retired six or seven years ago; he used to visit the station pretty regularly, even after he retired.”

If someone achieves a fourteen or better, he’ll wake up in the middle of the night remembering who the guy is.

Emphasis added.

In this case (pun intended), this isn’t something the players have forgotten or would be capable of remembering. (Their characters met Ray Calhoun before the campaign began.) But the idea of taking a partial success and resolving it as, “In the middle of the night you wake up and realize you forgot something!” is, I think, a really interesting framing for this.

Along similar lines, you might decide, “Well, they don’t immediately remember encountering the name ‘Erepodi’ before. But the next time they encounter the name, it will all fall into place for them.”

CONCLUSION

Some of the issues you’ll run into with player memory vs. character memory will be very similar to the issues that can arise when adjudicating idea rolls. For a deeper discussion on those, you might want to check out GM Don’t List #10: Idea Rolls.

Campaign Journal: Session 44BRunning the Campaign: Adversary Rosters in Action
In the Shadow of the Spire: Index

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

SESSION 44A: WHOREHOUSE OF TERROR

October 28th, 2009
The 24th Day of Kadal in the 790th Year of the Seyrunian Dynasty

If the slaves awoke and their master saw card-playing corpses it wouldn’t be much better than if they were seen themselves. So they pulled the dead serpent-men out of the kitchen and spent a couple of minutes cleaning up the area around the card table. The serpent-men might be missed, but at least the slaves wouldn’t immediately suspect that anything was seriously wrong.

Back in the lounge they carefully arranged the corpses – along with that of the hookah smoker – to look as if they were merely passed out in drugged stupors.

“Isn’t his head missing?”

“We’ll just wrap a blanket around his neck. It’ll be fine.”

That done they headed through the far door into a narrow service hallway which clearly lacked the opulence of the public chambers. They took the first door on the right, finding themselves in a room of even plainer construction containing a simple stone well. In one corner of the room, however, there was a strange contraption of glass tubes and contorted metal.

The group had some grave doubts about what the purpose of this room could be. Words like “enema” were thrown about. Ranthir was initially going to take a closer look at the equipment, but after hearing that decided against it.

Tee, on the other hand, did head into the room and quickly inspected the well (finding nothing unusual about it – it was a perfectly ordinary well). She was about to move on to the equipment in the corner—

When a patrol of two fully-armored serpent-men came around the corner in the hall.

THE MELEE OF THEIR DOOM

One of them immediately turned and ran back around the corner. Tor, Agnarr, and Elestra quickly converged on the remaining serpent and hacked it to pieces. But by the time they were finished with it, two more had appeared at the end of the next hall in a four-way intersection between several doors.

Tor and Agnarr sprang down the hall towards them, but one of the serpent-men lowered their hands and unleashed some sort of magical effect that caused the walls and floors and even the ceiling of the hall to sprout thick, tendrilous growths that grasped and clawed at all of them – imprisoning some, but slowing them all.

The other serpent-man followed suit, dropping a magical, murky cloud of shadow down the length of the hall. Only then did they moved to engage the broken ranks of the party. Tor managed to land some solid blows as the serpent-men closed, but Agnarr was struggling with the shifting, shadowy, magical murk.

Meanwhile, beyond the entangling length of their own hall, they could see more reinforcements coming down the far hall. Ranthir responded by dropping a web over the intersection and catching them there… but through its thick strands they could see six more of the serpents running into the far hall.

The slippery serpents nearest them, meanwhile, slithered between Tor and Agnarr – evading their blows and heading straight for Nasira, whom they had identified as the healer. She was dealt several grievous blows while struggling to backpedal through the thick, twisting growths – which eventually caught at her and pinned her helplessly before the serpent’s attacks.

Agnarr flew into a rage. “Stay away from her!”

The serpent-men in the far hall had now thrown open one of the doors there. “Erepodi!” they shouted through it. “We’re under attack!”

Erepodi… The name was familiar to Tee. It took her a moment to wrack her memory, but eventually she alighted upon its source: The small picture locket they had found in Pythoness House.

And indeed, in the very moment that Tee remembered the locket, Erepodi herself strode into view through the door, scarcely changed from her picture.

Erepodi (Image from Magic of Eberron)“I know not who you are! Or why you have come! But none shall disturb my house!”

With a sweep of her hand she dispelled Ranthir’s web, sweeping it away like so many cobwebs.

They needed to get mobile. Fast. Tee used the bag of elemental flames they had taken from the Temple of the Ebon Hand to free Nasira from the tangling vines, even though it meant dealing her several grievous burns in the process. Agnarr, meanwhile, managed to hack huge gashes into the back of the serpent warrior that had been attacking Nasira, so that it now turned back and renewed its assault on him.

But it was all taking too long. Reinforcements were pouring down the hall and Tor found himself surrounded by a thicket of porcelain, silvered halberds. Tor lowered himself into a defensive stance—

And then a black tendril of twisted energy lanced out from Erepodi’s finger and struck Tor in the heart. As the coruscating beam stretched between them, Erepodi placed her finger over her own heart, necromantically linking them both.

Tor, feeling the very strength of life and soul sucked out of him, stumbled. The injured serpent warrior he had been fighting managed to slip back through the ranks of its fellows. It came up next to Erepodi, who raised an arm to reveal an elaborate tattoo… which the serpent warrior tore away from her skin and laid upon his own, healing his wounds.

“Dammit!” Tee cried.

Although badly injured, Tor and Agnarr had managed to cover the retreat of Nasira and Elestra back beyond the limit of the supernatural darkness. Tor and Agnarr were now hacking their way back as well, but the serpents responded by simply dropping another darkness. Ranthir attempted to dispel the magical vines, but the serpents just dropped another. And another. The vines and overgrowth grew thicker and more seemingly impassable.

Erepodi cried out. “The stones of Porphyry House itself shall rise against you! Come forth my statues! Defend these walls!”

THOOM. THOOM. THOOM.

“Oh shit…” Elestra whispered.

Running the Campaign: Recalling the LoreCampaign Journal: Session 44B
In the Shadow of the Spire: Index

Map of Porphyry House - Dungeon Magazine #95

DISCUSSING
In the Shadow of the Spire – Session 43E: Snakes in a Whorehouse

They found a secluded corner on the northern side of the building, well-shielded from prying public eyes, and drilled through. They found themselves in a long hallway that looked to run almost the entire length of the building. On the long opposite wall of the hall were roughly a dozen secret doors – or, rather, the back-side of secret doors. Although their construction clearly indicated that they were designed to be lay flush with the wall on the opposite side, from this side their nature and operation were plain. The hall was capped at either end by similar doors.

They had finally breached the walls of Porphyry House.

“The Porphyry House Horror” is an adventure by James Jacobs published in Dungeon Magazine #95. I scooped it up when I was looting scenarios from Dungeon during my original campaign prep: I skimmed through 40-50 issues, looking for stuff that I could incorporate into the campaign. While the PCs ended up skipping several adventures I’d pulled for Act I of the campaign, there’s a bunch of cult-related adventures that I used to add depth to Wuntad’s conspiracy/gathering of the cults in Act II.

(For some reason I started referring to the adventure as “Porphyry House of Horrors” in my notes. I had a real Mandela Effect moment when I went back to reference the original magazine for this article.)

I thought it might be useful to take a peek at how I went about prepping this adventure.

The original scenario was 30 pages long. My prep notes for the scenario, on the other hand, fill a 45-page Word document. That might sound like I completely ripped the module apart and put it back together, but that’s not really the case.

  • 25 pages of my notes are actually handouts I designed for the players. (I’ll talk more about these later.)
  • 10 pages are stat sheets for the adventure. This was partly so that I could use the stat sheets for easy reference (instead of needing to flip around in the adventure), and also because I wanted to adapt the stat blocks to an easier to use format.

So you can see that only about ten pages of material was actually making substantive changes to the module. And most of that was mostly dedicated to adding stuff. “The Porphyry House Horror” is just ar really great adventure. There’s a reason why I snatched it up.

LINKING THE ADVENTURE

After making a list of all the cult-related scenario nodes in Act II of the campaign — some pulled from Monte Cook’s Night of Dissolution, others from Dungeon Magazine, a couple from Paizo adventures, several of my own creation — I went through and made a revelation list with all the leads pointing from one scenario node to another.

While getting ready to prep Porphyry House, I went through this list and wrote down all the clues that needed to be available there, forming a clue list for the adventure:

  • Porphyry House to Final Ritual.
  • Porphyry House to Temple of Deep Chaos.
  • Porphyry House to Kambranex (Water Street Stables).
  • Porphyry House to White House.
  • Porphyry House to Voyage of the Dawnbreaker.

(Actually, a couple of those may not have been on the list yet. I may have discovered them while prepping Porphyry House and then added them to the list afterwards. If so, however, I don’t recall which ones were which.)

At this point, these connections would have been almost entirely structural. They represent my broad understanding of the macro-scale connections between the various cults — i.e., Porphyry House is using chaositech that would be sourced from Kambranex — but I don’t know what the specific clues actually are yet. This is functionally a checklist of blank boxes I need to fill while prepping the adventure.

INTEGRATING THE ADVENTURE

With these links forged, I made a copy of “The Porphyry House of Horrors” and slid it into an accordion folder along with other adventures I had sourced for the campaign. I then didn’t touch the adventure two years. There were, after all, a bunch of other adventures for the PCs to tackle before they would get anywhere near Porphyry House.

According to the file info, I began prepping my notes for Porphyry House at 7:56 PM on August 15th, 2009. This makes sense: That’s also the date that I ran Session 41 of the campaign, during which the PCs decided that they wanted to go to Porphyry House. I would have written the campaign journal that session, and then begun prepping the scenario.

(It’s likely that I had actually reread the original adventure after Session 40, when the PCs first heard about Porphyry House. At that point they would have clearly been just a couple sessions away, and so I would have begun preparations.)

The first thing I did was figure out how to integrate the background of Porphyry House into the campaign. In this case, it was pretty straightforward:

  • Porphyry House is a whore house.
  • Wuntad’s first chaos cult was based out of Pythoness House, another whorehouse.

Sometimes integrating a published scenario into an ongoing campaign is tricky. Sometimes it’s more like drawing a straight line.

  • “The Porphyry House of Horrors” is set in the town of Scuttlecover. I just dropped that material and picked a location for Porphyry House in Ptolus.
  • I also dropped the entire original adventure hook. (I knew that the players would be getting hooked in to the cult’s activities there via the leads from other cult nodes.)
  • The original Porphyry House cult was dedicated to Demogorgon. I simple palette-shifted that to a Galchutt-focused chaos cult.
  • Erepodi, a minor background character from the Pythoness House adventure, was made the founder of Porphyry House. (I knew I would need to add her to the scenario.)
  • Wulvera, the cult leader from the Porphyry House adventure, was given a tweaked background that synced with the lore from Ptolus and my own campaign world.
  • I also knew that I wanted Wuntad to keep a guest room at Porphyry House. (This would be a useful vector for clues, and also be in accord with the Principles of RPG Villainy.)

With those details determine, I put together a very brief (roughly half a page) timeline summarizing the canonical version of events for my campaign. The original adventure also included a Gather Information table, and I adapted this to fit the new lore. (This filled the other half of that page.)

ADVERSARY ROSTER

The next thing I did was the adversary roster.

The first step was simply reading through the adventure and listing the location of every denizens. Sometimes this is all I need to do to have a ready-to-use roster, but in this case there was a lot of tweaking and adjustments that were made as I was developing the scenario. (For example, I was adding Erepodi to the adventure.)

The most significant change I made here was deciding that Porphyry House would have a different adversary roster during the Day than it would have at Night. This sort of major shift in inhabitants can be a huge pain in the ass with a traditionally keyed dungeon, but is incredibly easy with an adversary roster.

The roster was quite large, so I put the Day Roster on one page and the Night Roster on another.

PREP NOTES

I then worked my way through the location key, making diff notes as described in How to Prep an Module. In an adventure with 46 keyed locations, I made changed to 15 of them. These were almost entirely:

  • Adjusting lore (e.g., shifting the original Demogorgon references)
  • Adding handouts (see below)
  • Making the adjustments required for integrating the adventure (as described above)
  • Adding clues to flesh out the adventure’s revelation list (mostly relating to the horrific ritual Porphyry House is making preparations for)

For example, in the original module there are four rooms all keyed to Area 16:

16. DOCUMENTS AND LIBRARY

These rooms store both idle reading material for the yuan-ti to relax with, as well as exhaustive records of their guests. None of the records have any indication that Porphyry House is anything other than a well-managed and profitable brothel, although the documents make for interesting reading; it seems that the yuan-ti keep records on everything their customers ask for…

I took advantage of this by re-keying these rooms as 16A through 16D:

  • 16A was the Customer Records
  • 16B was a Dark Reading Room
  • 16C was Wuntad’s Guest Quarters
  • 16D was Erepodi’s Quarters

In re-keying these chambers, I did things like:

  • Flesh out the customer records to (a) add clues to some of the central revelations in the scenario and (b) add leads pointing to other cult nodes (e.g., sums being delivered to the Temple of the Fifty-Three Gods of Chance and “Illadras at the Apartment Building on Crossing Streets”).
  • Add a selection of chaos lorebooks to the Dark Reading Room.
  • Add some of the items Wuntad took from the PCs at Pythoness House to his guest room.
  • Added a handout depicting a mosaic floor (with chaos cult symbols).

And so forth.

One other interesting change I made here was greatly increasing Porphyry House’s size through the simple expedient of changing the map scale from 5’ per square to 10’ per square. (I liked the slightly more grandiose dimensions this gave Porphyry House, and it also better fit the dimensions of the building I’d selected on the Ptolus city map for the location.)

HANDOUTS

Anyone familiar with the Alexandrian Remix of Eternal Lies knows that I love props. (I created over 300+ of them for that campaign.) I love handing stuff to the players because the players love it when you hand stuff to them.

For Porphyry House this included:

  • A map showing the location of Porphyry House.
  • Magic item references. (I frequently write these up — often including an image of the item — for any magic items the PCs find that aren’t from the DMG. It’s a fun way to make the loot feel extra special, and it’s a super useful reference the player can use for their new items.)
  • Graphics depicting various NPCs and monsters. (Got a cool picture in your adventure? I will not hesitate to rip it out and give it to my players, including Photoshopping it if I need to.)
  • Various bespoke lorebooks, such as Wuntad’s Notes on the Feast of the Natharl’nacna and Wilarue’s Flaying Journal. (As noted above, there were also chaos lorebooks — copies of which were spread around throughout the campaign — to be found here.)
  • Various correspondence, such as Letter from Shigmaa Cynric to Wuntad and Instructions to the Madames.

Prepping handouts like these is often the most labor-intensive portion of my scenario prep, but it can also be the most rewarding.

WRAPPING THINGS UP

In practice, of course, a lot of this work is iterative: I’m updating a room key, taking notes on the handouts found there, and then bouncing back to work on more room keys. Or maybe details in one of the letters I’m writing will cause me to go back and add additional details to the background notes and timeline.

But, ultimately, this is pretty much all there is to it. At the end of this process, I had a really fantastic adventure that felt as if it had been custom-written for my campaign and my players.

Campaign Journal: Session 44ARunning the Campaign: Recalling the Lore
In the Shadow of the Spire: Index

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

SESSION 43E: SNAKES IN A WHOREHOUSE

October 25th, 2009
The 24th Day of Kadal in the 790th Year of the Seyrunian Dynasty

Porphyry House

INTO PORPHYRY HOUSE

They found a secluded corner on the northern side of the building, well-shielded from prying public eyes, and drilled through. They found themselves in a long hallway that looked to run almost the entire length of the building. On the long opposite wall of the hall were roughly a dozen secret doors – or, rather, the back-side of secret doors. Although their construction clearly indicated that they were designed to be lay flush with the wall on the opposite side, from this side their nature and operation were plain. The hall was capped at either end by similar doors.

One of these doors gave out into a large, vaulted chamber decorated with hangings of red and blue curtains, risqué paintings, bonsai trees, and erotic statuary. The floor here was covered with a deep, soft carpet that felt as if they were walking across a very firm, forgiving bed. The air was filled with the subtle scents of jasmine-tinted incenses.

In one corner, a stair of intricately carved porphyry curved up through the ceiling. Along one wall a large, elegantly curved desk of gleaming mahogany extruded itself from the wall. And at the far end of the chamber broad, curved steps rose up to a massive pair of daised doors.

The door they had come through was, in fact, disguised from this side. There was also another door of polished wood not far along the same wall. They had clearly entered the “public” area of the brothel.

Crossing the luxurious chamber they ascended to the double doors and eased them open, only to find themselves entering an even larger chamber. The massive hall was dimly lit with glowing tiles in the ceiling and a set of four braziers around a wide, shallow pool of water. Several other pools of heated water off to one side bubbled away, filling that end of the room with misty vapor. Dozens of large cushions were strewn here and there. At the far end of the chamber was a raised balcony lined with a wall of tall of mirrors. The place smelled of sweat and deeper, muskier odors.

Portion of a map of Porphyry House, depicting a large, luxurious chamber

Directly opposite their entry was a matching set of doors. Passing through these, they found themselves in a second antechamber similar to the one they had passed through before. Tee even confirmed their suspicion that there would be a matching secret door in the far corner of the room.

Poking around the desk in this room they found papers detailing registrations for various orgies held in the house. Oddly, despite regular orgies scheduled multiple times per week, there was a gap in the registration records indicating that no orgies were currently being held. The next orgy – which was apparently going to be of prodigious proportions – was scheduled on the 18th of Noctural.

(They noted that all of the records here were for female participants, but a quick double-check in the opposite chamber found that a similar gap existed in the registration for men.)

The secret door in this room also passed into what appeared to be a service hall. A quick check through the other door revealed a luxury-filled hallway lined with matching doors, leading them to conclude that the secret doors probably led into the individual brothel chambers. They didn’t see any need to go into those, and they were fairly certain that what they were looking for wouldn’t be found in the brothel’s public halls.

A little way down the luxurious hall, however, Tee found another secret door in the wall opposite the doors they suspected led to bedrooms. This seemed likely to take them where they wanted to go, so she slid open the panel.

This revealed a large, barracks-like chamber containing four beds (each with a large chest at its foot). The creatures lying in the beds, however, were serpentine monstrosities.

Tee pulled out the onyx ring Nasira had enchanted with an aura of magically enforced silence and motioned the others into position. As the serpent-men started stirring, Agnarr and Tee moved to one bed; Tor to another. While Nasira kept a watch in the hall, Tor swung his blade down and sliced the serpent-man in half.

Despite its  rapid dismemberment, however, the blood-spewing thing’s upper half squirmed towards him. Agnarr and Tee managed to destroy the one they had chosen by slicing it into ever smaller portions, but the arterial sprays of blood were beginning to wake the others—

And magical darkness suddenly descended on the room.

Tor felt his way over to another of the beds and started hacking blindly in the darkness, but the serpent-man who had been bedding there managed to slip away.

Tee stumbled out the far side of the darkness zone and found the two remaining serpent-men trying to regroup by the far door. One of them had grabbed a small bag of black leather and silver Yuan-Ti - Monster Manual (3E)stitching that had been slung over one of the bedposts. Now that it was open, the bag glowed from within with a neonesque, blood-red light. The serpent-men were dipping their weapons into the bag and as they drew the weapons out they were drenched in the living light.

Tee, unwilling to give them a chance to slip through the door and raise the alarm, threw herself at them. With their backs literally to the wall, the serpent-men fought with desperation – and the red light on their blades burned her blood where it struck. But Tee was able to hold them long enough for Tor and Agnarr to join her, and then the tide turned and the serpents were cut down.

They took the strange bag to Ranthir, who identified it as a witchlight reservoir. Such reservoirs were designed to hold small quantities of naturalistic magical energy. Empowered with exposure to sunlight or moonlight or with sacrifices of blood or wine, such reservoirs could fuel minor effects. This particular reservoir, as they had seen, was designed to graft its power onto melee weapons. Ranthir was also able to determine that it was currently empowered with human blood, which raised some unpleasant questions about where such blood had come from.

They quickly stripped down the room. They found several small caches of gold, but were deeply impressed with the high magical quality of the equipment they found. (In many ways, they were thankful that they had surprised the serpent-men while they hadn’t been wearing or using any of it.) It was somewhat disturbing, however, to see that each of the serpent-men had a suit of the porcelain-and-gold armor they had seen the human guards wearing at the front of the building (complete with human vizor). Were those guards also serpent-men? Somehow disguised in plain sight by their armor?

They locked the door the serpent-men had been rallying near (in the hope that it might slow down any accidental discovery of the blood-stained chamber), and headed back through the orgy registration rooms to what they believed would be a second, mirrored barracks on the opposite side of the building.

They did, in fact, find a secret door where they had expected one. But on the other side, instead of a second barracks, they found an opulent lounge of low-lying couches. On one of these, another of the serpent-men lounged, a hookah lying at its side.

Tor leapt forward and beheaded the creature while it was still trying to rise out of its drugged stupor.

With the onyx silence ring still on her finger, Tee moved to one of the doors on the far side of the lounge. Easing it open, she peered into the galley of a long kitchen. Around a table at the near end two more of the serpent-men were playing a desultory game of cards.

They rushed the table: Tee’s blade literally pinioned one of the serpent-men to the table, while Tor chopped off the head of the other.

Heading further down the length of the kitchen they discovered that it opened up into a larger area with a dozen or so humans sleeping in rags on the floor. All of the humans wore bands of green stone around their wrists, which Ranthir identified as slave rings. A slave owner wearing a master ring could use these slave rings to deal out punishments (including death) and even look through the eyes of his slaves.

Waking the slaves, therefore, was too dangerous. They decided to quietly retreat out of the kitchen before they alerted the entire compound.

Running the Campaign: Prepping Porphyry HouseCampaign Journal: Session 44A
In the Shadow of the Spire: Index

Candid Couple - Marco

DISCUSSING
In the Shadow of the Spire – Session 43D: Escapades of the Ogre

Agnarr called Seeaeti off the ogre so that it could successfully regenerate. They wanted to question it.

But when it woke up, it was the one asking the questions. “Who are you?”

They naturally refused to answer. But although they tried to question it, threaten it, intimidate it, and scare it, the ogre just kept on asking questions. “Who sent you? What do you want?” And so forth.

But they resolutely refused to answer.

“Ah,” the ogre said at last. “I see I will learn nothing here.”

And it turned to gas… and then the gas itself vanished.

I think there can be a tendency for NPCs to be passive and reactive in conversations.

There are any number of reasons for this: The PCs are, obviously, positioned as protagonists. As GMs we’re juggling a lot of different elements, and it can be easier to juggle everything if it’s relatively stable (and, therefore, possessed of a certain passivity). Plus, at least for me, GMing is often reaction — the PCs do something and then we play to find out what happens. It can be easy for a conversation to slip into the same pattern, with the PCs setting the (only) agenda and the NPCs simply reacting to their efforts.

Unfortunately, a one-sided conversation is pretty boring. This inclination can also lead is into some bad habits, with NPCs who are either pushovers or complete intransigents who just senselessly say, “No!” to everything the PCs suggest.

Sometimes, of course, we key specific information to an NPC and their function is to deliver that information to the PCs: “Yes, I saw Sally down by the lake last night.” That has the advantage of giving the conversation some narrative substance, but it’s ultimately still pretty passive and placid.

To truly bring an NPC conversation to life, you need to ask one simple question:

What does this NPC want?

What is this NPC’s goal? What is the thing they’re trying to achieve? Why?

And perhaps most importantly:

How is this conversation going to help them get it?

What do they need the PCs do? What information do they want from the PCs? What do they need the PCs to believe? What do they need to hear the PCs say? What do they need to hide from the PCs?

This is the NPC’s agenda. You want to keep it simple, short, and actionable. And then you want to play it hard, with the NPC employing all kinds of tactics and conversational gambits to get what they want.

In this session, we see a particularly strong example of this with an ogre whose overwhelming motivation is figuring out who the PCs are, where they come from, and what their interest in the Banewarrens is. He also wants to make sure that the PCs don’t find out anything about his own organization or their intentions.

Since the PCs want the exact opposite, this puts them into a strong antithesis and the entire scene can boil out from there.

Importantly, however, this kind of open antithesis isn’t necessary to generate an interesting thing. The NPC just needs to want something different than the PCs, even if it’s only subtly different.

It’s also important to remember that, when antithesis does exist, that doesn’t mean it should never be surmountable. Yes, it’s dramatic when the Jedi Council refuses Qui-Gon Jinn’s request to train Anakin Skywalker. But it’s also a classic moment when Robin Hood convinces Friar Tuck to join his Merry Men.

In other cases the solution will be for the PCs to figure out how both their interests and the NPCs’ interests can be mutually achieved. That’s a puzzle for the players to ponder!

And, of course, achieving any of this will require first figuring out what the NPC actually wants! Some characters will politely (or not so politely) announce the intentions of course, but others will be quite sly about it.

Sometimes the conversation won’t be about overcoming or fulfilling the NPCs’ agenda at all! Nevertheless, the presence of the agenda — and the NPCs’ desire to fulfill it — will fill the scene with life.

In summary, for each meaningful NPC in a conversation, think about what the NPC’s conversational agenda is. Ideally, you should be able to state this in one clear sentence.

And then pursue it with all the strength you can muster!

Campaign Journal: Session 43ERunning the Campaign: Prepping Porphyry House
In the Shadow of the Spire: Index

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