The Alexandrian

Posts tagged ‘ptolus’

Man with Lamp Upon Dark Stairs - fran_kie

DISCUSSING
In the Shadow of the Spire – Session 43C: Battle of the Banewarrens

They had pushed the lamia back into the generator chamber itself, but discovered that the darkness extended even here.

Tor, hanging close to the lamia in an effort to keep her under control, was taking a terrible beating. He called out for help. Nasira, still standing outside the area of magical darkness, shook her head. “I don’t want to go in there.”

But she plunged in anyway. They needed her, after all.

The exact details of how you need to handle magical darkness — particularly the mechanical details — will depend on exactly how it’s defined in your RPG of choice. For the purposes of this discussion, let’s assume that magical darkness

  • fills a specific three-dimensional area; and
  • nullifies and blocks all light within the area.

So no light source within the area will illuminate and you also can’t see light (or anything else) on the far side of an area of magical darkness. (As opposed to normal darkness, in which you could see a distant light even if you couldn’t see some of the intervening space due to a lack of illumination.)

In real life, if you had to fight or maneuver in a sealed room without any light you would effectively be blind. If you were swinging a sword, you would just be swinging it wildly, perhaps guided a little by sound or physical feedback (e.g., your sword hitting the wall or furniture or even your target).

At the game table, though, this is difficult to emulate. If a character blindly gropes in front of them with their hand, how should we determine what they feel? If they swing their sword, how do we figure out if they actually hit anything?

KNOWLEDGE OF THE SPACE

The first thing to consider is whether the character knows what’s in the darkness.

Imagine a room in your house that’s been shrouded in magical darkness. You might even have experienced something akin to this if the power has gone out in a windowless room or on a moonless night. You would have an advantage navigating through this space even in utter darkness because you’ve seen it before. You know the rough dimensions of the room and where the furniture is and where the exits are.

But if the same thing happened to you in a room you’ve never seen before, you’d be much more likely to bark your shins on the coffee table.

This is also going to be true for a character in an RPG: Standing in a room and having darkness cast on you after you’ve already observed your surroundings is fundamentally different than, for example, opening a door in a dungeon and being confronted by a face full of darkness with no idea what lies beyond it/within it.

So this is the first paradigm to grasp in running magical darkness: Moving blindly through a known space is different than blindly exploring an unknown space.

Let’s start by assuming that the PC knows the space, but can’t see it:

  1. They’re still going to be using their sense of touch to try to orient (i.e., putting their hand out to find a piece of furniture they know is “around here somewhere”).
  2. They’re probably going to be moving more slowly/cautiously.
  3. There’s still a risk that they’ll make a mistake and “get lost” – ending up in the wrong place, tripping over something, etc.

To achieve the first point, you’ll want to adopt a strong POV narration. As GMs, it’s not unusual for our descriptions to be in the third person, describing rooms in holistic, general terms of what the whole group collectively sees. This inclination can leave you baffled when you try to describe the blind character’s perceptions, for they will largely not have a holistic view of the room — they will often be perceiving only sound, perhaps some details of the surface they’re walking on (texture, angle, etc.), and the one thing that their outstretched hand is touching. You can (and should!) employ the Three of Five (sans sight, of course), but frame the description intimately for each PC as they take action:

You step towards where you remember the door being. After a couple of steps, you feel the crunch of the broken eggshells under your feet. Your hand touches the back of the rocking chair, and you can run you fingers along that, reaching out with your other hand until it finds the back of the door.

Darkness turns us all into islands. Even if the PCs are all in the same room, it will likely feel much more like they’ve split up and are all exploring different areas at the same time. (Although clever PCs may counteract that to some extent by, for example, linking arms so that they don’t become separated.)

In terms of movement, I generally find it useful to have a mechanical model for both caution and disorientation. It’s also useful if the player can choose to trade-off between the two — e.g., they can try to move faster, but the risk of running into stuff goes up; or they can move even more cautiously and reduce their potential hazard.

A simple example would be, when blind:

  • You must make a Perception check. On a failure, you suffer a disorientation complication due to being unable to see. (This is at the GM’s discretion — e.g., you become disoriented and go in the wrong direction. Or you stumble over something and have to make a Tumble check or fall prone.)
  • You move at half speed. If you choose to move at full speed instead, you must make a Tumble check or fall prone and your Perception check to avoid a disorientation complication is made at a penalty.
  • You can move with extra caution at one-quarter speed, in which case you gain advantage on your Perception check to avoid disorientation.

This is, again, just one example. You could also imagine:

  • When PCs are moving blind, the GM rolls 1d6. On a roll of 1 or 2, they suffer a disorientation complication. On a roll of 6 they must make a save vs. Paralysis or fall prone.
  • PCs moving with caution at half-speed through darkness only suffer a disorientation complication on a roll of 1.

But, as you can see, this general paradigm can be adapted for use across many different mechanical systems. (And can usually incorporate what the system’s normal mechanics for blindness — vis-à-vis penalties on Perception/Spot Hidden/whatever rolls — may be.)

UNKNOWN SPACES

When a character is entering a darkened area they haven’t seen before, it becomes more difficult because the player can’t describe their intentions in terms of the known space. (They can’t, for example, say, “I’m going to head over towards the couch,” or, “I’m going to try to find the door on the far side of the room,” because, obviously, they don’t know the couch or the door exist.)

There a couple ways to handle this.

First, there’s groping by square. This works best if you’re using something like a Chessex battlemap where you can literally draw the room one space at a time. The player essentially moves their character one space at a time, revealing the space as they go. If they encounter an obstacle, you can call for perception-type tests and acrobatics-type tests to avoid complications tripping over stuff, making loud noises, and/or suffering damage (depending on the situation).

Second, there’s groping by vector. This is generally the way I prefer to handle it. The players will announce an intention about how they’re going to try to move through the darkness — e.g., “I’m going to walk into the room” or “I’m going to put my hand on the wall and try to follow it around” — and you can think of that as a vector pointing through the darkened area. Follow that vector until it hits something — e.g., a couch, the far wall, an ogre mage — and describe the scene accordingly. For example, “Okay, you walk into the room, you hand outstretched. You go about ten feet and then your hand encounters some sort of firm object covered in a velvety fabric.”

Characters can burn up additional movement or perhaps expend an action or bonus action, depending on the system you’re using, to stop and investigate obstacles they encounter.

As they explore the darkness, of course, they’ll be building up a mental picture of where stuff is in the darkened space.

Note: What about getting disoriented and moving in the wrong direction? Practically speaking, this is essentially impossible when groping by square. If you’re groping by vector it’s more achievable as a complication, but will almost always result in horrific confusion for the players. Unless you’re specifically aiming for that, I recommend avoiding it. You can reintroduce getting lost once they’ve established a mental picture of the space and begin declaring intentions like, “Okay, I’m going to go back over to the couch.” (Do they actually get to the couch or end up missing it in the dark?) In other words, as the unknown space transitions to a known space — even if they only know it through their fingertips — you can similarly transition to the known space structure.

PINPOINTING

Another useful mental model for handling blindness is pinpointing sound. For example, a PC hears someone running through a darkened room. Can they figure out where the footsteps are coming from and where they’re going?

To put this another way, when describing what the PCs hear in a darkened area there are, I tend to think of it as being in one of three broad states:

  • They can hear it (e.g., you hear something breathing loudly).
  • They have a general sense of where it’s coming from (e.g., you hear heavy breathing coming from off to your left).
  • They can pinpoint its location (e.g., you hear heavy breathing; someone — or something! — is standing by the bookshelf).

Which state applies will depend on the situation. (For example, if the PCs are in a bathroom and they hear splashing, you don’t have to wonder whether or not they can figure out it’s coming from the full bath they saw before the lights went out.)

If a PC hasn’t already pinpointed where a sound is coming from, they can likely do so through a perception-type test. When implementing this mechanically, I recommend doing so in a way that lets them pinpoint and take an action in the same round (e.g., as a reaction to the sound or as a bonus action in D&D 5th Edition). It’s possible that different thresholds of success will give a more accurate idea of location — e.g., DC 10 means you hear the heavy breathing; DC 14 means you have a general sense of where it’s coming from; DC 18 means you can pinpoint its location.

If you’re already making perception-type tests for maneuvering through the darkness, you might also use the results from that check to feed auditory information.

IN COMBAT

Now that we have a basic mental model for how to handle characters interacting with and moving through darkened areas, we can add the massive complication of trying to fight people in the darkness.

It’s not unusual, of course, for an RPG to have specific mechanics for fighting in darkness. Sometimes these mechanics are great. Sometimes they’re convoluted messes. Sometimes, like in D&D 5th Edition, they’re just dumb. (It’s just as easy to shoot someone completely hidden in darkness as it is to shoot someone standing in broad daylight because the advantage and disadvantage cancel out! Derp, derp, derp.)

Broadly speaking, though, there are three things to consider for combat in darkened areas:

  1. Movement, which can be handled as per the above.
  2. If you want to make an attack, you need to guess where you target is.
  3. Your attack will have some sort of penalty or miss chance.

The penalty to your attack will usually be handled by your RPG’s mechanics. (If not, of course, you’ll need to make a ruling on this. Generally, I would suggest a moderate penalty: Needing to guess the target’s location is going to cause a lot of whiffing all by itself.)

If they’re guessing on a battlegrid, this is as simple as the player declaring what space they’re going to target. If someone/something is standing there, you can resolve the attack. (Even if there isn’t, I recommend still having them roll attack as a metagame effect. You can imagine someone potentially wailing away at a coat rack while being utterly convinced they’re locked in mortal combat.)

If they’re guessing in the theater of the mind, the challenge is getting a clear targeting declaration from the player and then figuring out how to translate that into the combat mechanics. Diegetically, you’re going to get (or want to encourage) declarations like:

  • “He’s off to my left! I swing my sword at him!” (i.e., a direction)
  • “I think she’s standing by the bookshelf! I empty my pistol at her!” (i.e., a landmark)
  • “She’s trying to run away! I lay down suppressive fire on the doorway!” (i.e., a specific spot)
  • “I can hear splashing, so they must be somewhere down by the water line!”

A useful mental model for parsing these declarations it to classify them as:

  • specific spot
  • small area
  • large area
  • wild shot (e.g., “I shoot the darkness!”)

Think about how you might mechanically adjudicate these to make them distinct and meaningful. That might be a random determination if they actually hit the right spot; a miss chance check; or simply a penalty to their attack roll. For example:

  • Specific Spot: If there’s a target there, resolve the attack normally, with modifiers for being blind.
  • Small Area: 5 in 6 chance they picked right.
  • Large Area: 2 in 6 chance they picked right.
  • Wild Shot: 1 in 6 chance they picked right.

Again, this is just one possible way of adjudicating the underlying mental model of the ruling.

When shooting blindly into an area, you may also want to model the risk of hitting the wrong target. For example, if there are three potential targets (enemy and ally alike) in the area a PC has said they’re wildly swinging their sword through, then you might pick one randomly before checking to see if they hit anything at all.

Note: You can also use the techniques for declaring targets in the theater of the mind when using a battlemap. There may be times when a player’s understanding of the situation is just better suited to “I swing sword wildly off to my left” or “I shoot towards the grand piano” are better fits than “I pick that specific square.”

NPCs

Of course, to do any of this you will need to keep track of where the NPCs are located.

If you’re running the encounter in the theater of the mind, then you can just handle this the way you always do. You just won’t give the players access to information that the PCs don’t have.

If you’re using a battlemap, on the other hand, then darkened areas pose a unique difficulty (unless you’re using some sort of VTT option that can handle line of sight automatically). What I typically do is just transition darkened areas into theater of the mind tracking. You might instead prefer to sketch out a small map of the darkened area behind the GM screen and keep track of the NPC combatants on that.

The truth is that, no matter which approach you take, there will likely be some metagame knowledge for the players to contend with. (For example, when you tell Arathorn’s player that they can feel a door with their outstretched, groping hands, Lady Emily’s player will also become aware of that even if her character doesn’t yet.) If you’ve got a group who can handle that kind of metagame knowledge maturely, things will be a lot easier. If not, then you may need to figure out what information needs to be communicated secretly (which tends to create a lot of extra headaches and confusion).

Note: Keep in mind there’s a gray area here. Can we assume, for example, that Arathorn calls out the door’s location to his companions even if he doesn’t explicitly say that? Frequently. And if Lady Emily is attacked by goblins, it’s not unreasonable for other players to act as if their players heard the attack and her screams of pain even if, again, that’s never explicitly stated.

Another factor to consider is roleplaying blinded NPCs. Unlike the players, as the GM you have an omniscient knowledge of the battlefield. This makes it essentially impossible for you to truly make blind guesses for where the NPCs will be targeting their attacks.

The key, though, is really in the word “roleplaying.” When deciding what a particular NPC will do, you really want to imagine yourself in their shoes: What do they know? What are they thinking? What emotions are they feeling? What decision might they make as a result?

When in doubt, use perception-type tests to figure out if they’ve got a PCs’ location narrowed down to a pinpoint, small area, or large area. Or just flip a coin to see if they make a mistake.

IN SUMMARY

This has been a lengthy discussion. It may feel like it’s too complicated or overwhelming. The truth, though, is that if you make this a practice point and maybe run a few training scenarios featuring darkness, then you’ll quickly come to grips with it.

The key thing to grok is that there are a handful of useful mental models for making these rulings.

How PCs move through the dark.

  • They declare movement by either a known landmark or groping (by square or vector).
  • They likely move with a reduced speed.
  • There is a risk of a complication (falling, making noise, suffering injury, etc.).

How PCs perceive information in the dark.

  • Emphasize touch and sound with a strong POV narration.
  • For sounds, characters can hear it, have the sense of a general location, or pinpoint its location.

How the PCs declare a target in the dark.

  • They can declare their target by specific area, small area, large area, or wild shot.
  • There may be a risk of hitting the wrong target.

You will also need to keep track of where characters are located.

Once you master these mental models, you’ll find it fairly easy to use them to make rulings in almost any RPG you choose to run. The specific mechanics, of course, will vary and have an impact on how things actually work in play, but the model will give consistent guidance and help you provide a high-quality experience at the table.

Campaign Journal: Session 43DRunning the Campaign: NPC Conversation Agendas
In the Shadow of the Spire: Index

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

SESSION 43C: THE BATTLE OF THE BANEWARRENS

October 25th, 2009
The 23rd Day of Kadal in the 790th Year of the Seyrunian Dynasty

Mind Flayer - Baldur's Gate 3

Kalerecent insisted on coming with them as they headed down the excavated tunnel into the Banewarrens themselves. Tee stayed ahead of the light pressing at her back (trusting to her elven sight to guide her), but as she passed into the first chamber of the Banewarrens she discovered a stygian, magical darkness blotting out the passage leading into the generator room.

She waited for the light to catch up and still the darkness didn’t budge. Not knowing what else to do – and fearing what the Pactlords might be doing at the sealed door – they plunged into the darkness.

Hidden in the darkness, the giant spider they had fought before tried to drop on top of them. Fortunately, Tee’s sharp ears heard it coming and she rolled quickly to one side. It scuttled after her, but instead found itself skewered upon the blades of Agnarr and Tor.

The spider collapsed in a spray of ichor. (Tor licked his lips: “Is that ichor?”) But even as it fell, the party found themselves attacked from above by vicious claws and the quiet beating of wings. They guessed that it was the winged lamia, but it was subtler and craftier than the spider and they were forced to fall back.

But as they did so, more of the magical darkness was laid down – extruding itself into the outer chamber and leading to a confused melee where only Tor’s blind-folded training leant an edge against their unseen foes.

Slowly, with Tor’s guidance, they managed to surround the lamia. Once they were in position, the tide of battle turned drastically.

“Nissentar!” the lamia cried out. “I don’t care how hurt you are! They’re forcing me back!”

“Fine, Wiver!” a bitter, inhuman voice called out from beyond the darkness. “I’m coming! I’m—BATS!”

Elestra had gathered the bats to her through the Spirit of the City and sent them into the chamber beyond the darkness.  Nissentar had been caught in a tornado of frenetic flying fur. A moment later, Ranthir followed suit – summoning a faithful hound of pure energy.

Tor, hanging close to the lamia in an effort to keep her under control, was taking a terrible beating. He called out for help. Nasira, still standing outside the area of magical darkness, shook her head. “I don’t want to go in there.”

But she plunged in anyway. They needed her, after all.

They had pushed the lamia back into the generator chamber itself, but discovered that the darkness extended even here. Almost simultaneously, the unseen Nissentar managed to skitter far enough away from Elestra’s bats that the swarm turned their ire against Ranthir’s hound and the flank of the front line.

Agnarr had been holding back in the outer chamber in an effort to protect the spellcasters. But, feeling that the front line had moved into a position where the risk of the Pactlords circling around unseen was minimal, Agnarr charged forward—

And ran into the wall.

Nasira called out to him: “Agnarr! The door is over here!”

Agnarr adjusted himself, charged forward—

And ran straight into the bats.

“BATS!”

But they were completely out of Elestra’s control.

Ranthir, planning to follow close on Agnarr’s heels (without quite following his example), decided to even his odds in the darkness somewhat by turning himself invisible. He did so, leaving only Kalerecent in the outer chamber… just as an ogre came lumbering up the other hallway and dropped another blot of darkness over the knight.

Kalerecent cried out. “The foe is upon us!” The ogre was upon him only a moment later, pounding him with grievous blows (although Kalerecent gave several in return).

Agnarr turned and ran back… out of the shadow and right past the unseen ogre, who hit him hard in the shoulder as he passed. But Agnarr planted his foot, turned hard, and swung his sword. The force of his blow knocked the ogre back across the length of the chamber. It fell hard in the corner… and the darkness fell with it.

Ettercap - Tony DiTerlizziAs the full length of the generator chamber became visible they saw the spidery Nissentar crouched high upon the wall near the far end of it. And the flayer standing proudly resplendent before the sealed door. (Which, they thankfully saw, was still sealed.)

Both Nissentar and Matha withdrew towards the flayer. They were clearly planning to escape again by means of the flayer’s teleportation.

But Ranthir, with a desperate effort, hurled himself forward and cast forth a dimensional anchor: A beam of green energy shot from his finger—

And struck the wall uselessly.

But Ranthir dragged the beam across the wall, sustaining it through the sheer force of his will, and then forced it to affect the unnatural, purplish flesh of the flayer.

As the green bands of force locked down around the mind flayer’s form, the enemy formation burst apart again. Tor, who had raced across the room towards the spiral staircase leading to the catwalk and the sealed door, attracted the flayer’s ire. Struck by a blast of pure mental force he was left twitching on the floor.

Nissentar, already badly injured, fled in a panic, disappearing into one of the side chambers.

It felt as if the battle were turning their way, but as they took a moment to regroup, the flayer – circling the catwalk – hit them with a second mind blast and then escaped down a side passage, leaving Tee and Agnarr on the floor.

Ranthir ran back into the outer chamber where Seeaeti had been abandoned (forgotten in the confusion of the darkness) and dropped a web across the hall leading to the iron cauldron (hoping to seal the flayer into the inner complex and preventing him from circling around behind them and escaping).

It was a lucky thing that Ranthir did, because it gave him a chance to spot that the wounds on the ogre were beginning to rapidly heal of their own accord. Drawing his dragon pistol he fired once into the corpse, and then (with a fair degree of effort) managed to convince Seeaeti to continue ripping the ogre apart in a perpetual fight against his regeneration.

But this left only Elestra and Kalerecent in the generator chamber. Wiver the winged lamia flew down at them in a savage, full-flighted charge. Elestra screamed in panic, feeling herself little match for the lamia’s leonid fury. But Kalerecent pushed her behind himself and bravely stepped forward to meet the lamia in mid-flight.

A furious melee broke out between the two, with Kalerecent dealing blows as severe as he received. But the winged lamia slowly rose into the air, maneuvering on its wings to gain an indomitable aerial advantage over Kalerecent—

At which point Elestra shot a hole through its wings.

The lamia crashed to the ground and Kalerecent finished it off.

That’s when Nissentar reappeared. It shot a glob of web from its mouth, catching Elestra fully around the torso and then hauling her off her feet to leave her hanging ten feet off the ground. Then it leapt down to attack Kalerecent, but the knight raised his arm to catch the vicious bite intended for his neck and chopped the spider-creature’s head off.

The others began to stir, slowly recovering from their mind blasts. Once they had fully recovered, they quickly searched the corpses (finding a tantalizing key on Wiver in addition to a plethora of expensive equipment), cut off the heads of Wiver and Nissentar, and then organized a manhunt for the flayer (leaving Seeaeti to continue mauling the still regenerating ogre).

Running the Campaign: Running DarknessCampaign Journal: Session 43D
In the Shadow of the Spire: Index

19th century French porphyry bowl with bronze snake handles

DISCUSSING
In the Shadow of the Spire – Session 43B: Kalerecent’s Cry

Porphyry House stood on one end of an open plaza in the Guildsman’s District near the Warrens facing a large, dilapidated open-air rotunda which stood along the Old Sea Road near East Street. It was an elegant, two-story structure constructed of dark purple and mauve porphyry. Minarets rose from each of the buildings’ four corners, and a central dome served as the roof. Its façade was decorated with several statues, bas-reliefs, and other carvings of handsome men and beautiful women (many of them striking a variety of lewdly suggestive poses).

Here’s a fun fact: For a very long time I thought porphyry was some kind of incense or spice. Perhaps something similar to frankincense or ambergris. (Although ambergris was also something that I misapprehended, assuming it be far more akin to amber than its etymology would, in my opinion, suggest.) The trick was that I had only encountered “porphyry” in print, usually as part of a pulp story where it would be tucked into a list of treasures or opulent extravagances.

(Along similar lines, it wouldn’t surprise me to learn that many “serpentine statues” became significantly more orphidic in my mind’s eye than an author had intended.)

In reality, of course, porphyry is actually a beautiful, purple-red stone.

“The Porphyry House of Horrors” is an adventure by James Jacobs which first appeared in Dungeon Magazine #95. When I first read the title and even the opening pitch, I was still belaboring under my false understanding of porphyry’s nature.

“Ah yes,” I thought. “A high-class whorehouse of porphyry. The luxurious chambers must be redolent with the rich scents of porphyry.”

Sigh.

In any case, Jacobs’ adventure quickly cured me of my misapprehension and running the adventure locked the true beauty of porphyry into my imaginative lexicon.

This is just one minor example of how D&D, and roleplaying games in general, can be so potently educational. As a text-based medium, of course, they carry all the benefits of vocabulary and knowledge that any reading does. But, as a creative medium, they also encourage research into a vast array of topics.

Even more so than that, playing RPG adventures creates “living memories” that are, in my experience, far more powerful than stuff you just read in a book. It’s not the same thing as real life, obviously, but it’s still “stickier.” Sometimes, of course, this means that you know more about Ptolus than you do western European geography, but there’s also all kinds of “real” stuff you can pick up along the way. (Like what porphyry is.)

For example, while putting together the Malta chapter of the Alexandrian Remix of Eternal Lies, I did A LOT of research into the island and its history. Running the sessions built on top of that research really locked it in.

Similarly, a bunch of the Zalozhniy Quartet campaign for Night’s Black Agents takes place in western Europe. Doing research for that and running the PCs through transnational chases through the region means I’m not nearly as shaky on western European geography as I was five years ago.

The great thing is that there’s always new stuff to learn. And RPGs are a really fun – and effective! – way of doing it.

Campaign Journal: Session 43CRunning the Campaign: Running Darkness
In the Shadow of the Spire: Index

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

SESSION 43B: KALERECENT’S CRY

October 25th, 2009
The 23rd Day of Kadal in the 790th Year of the Seyrunian Dynasty

Blue Monster - likozor (edited)

ALL-QUIET ON THE KALERECENT FRONT

Their conversation with Rehobath reminded them that it had been several days since they had checked on the situation in the Banewarrens. Since Kalerecent had not contacted them with the missive token they assumed everything was all right, but it probably wouldn’t hurt to do a quick check-up.

This was Nasira’s first visit to the Banewarrens. All she knew was what Tee had told her the other evening, but she found it unnerving nonetheless.

Kalerecent, it turned out, was fine.

“I’m sorry you’re stuck down here,” Elestra said.

“It’s all right,” Kalerecent said. “It’s peaceful here. I spend the long hours in meditation, reflecting upon the lost soul of Rasnir and trying to find the balance to release my rage.”

“I understand,” Elestra said, reflecting upon her own longing to find the time to commune with the Spirit of the City.

“But my thoughts do turn to the city above,” Kalerecent said. “What news has there been?”

“Dominic has denounced the Novarch,” Elestra said.

“That false dog!” Kalerecent cried. “May such traitors perish on my steel!”

“But Rehobath suspects that it might have been an impostor,” Tee said.

“Of course! Oh, vile men who could defame so fair a man!”

They chatted with Kalerecent for awhile and then returned to the surface. While the others returned to the Ghostly Minstrel, Tee and Nasira went back to the Welcome Inn to make sure everything was all right there (it was; quiet and sedate). When they returned to the Ghostly Minstrel, they joined Elestra in Tor’s room. (“I’m not sleeping in that room again,” Tee vowed, meaning where she had been nearly killed by Arveth.)

KALERECENT’S CRY

(09/24/790)

Near midnight Ranthir was abruptly awakened by Kalerecent’s missive token: “The fiends have returned! I need help! Come quickly! Would that you had stayed the night!”

Ranthir roused the others, racing from room to room. Elestra transformed into a hawk and winged away; Tor and Tee ran to where Blue was stabled; and Nasira hailed down a carriage, piling into it with Agnarr and Ranthir.

Ranthir cast a charm of speed upon the hooves of the carriage horse, allowing them to whip past Blue (despite Blue’s head-start). But they still couldn’t match Elestra’s swift wing, which (literally) carried her straight as an eagle could fly.

When Elestra reached Nibeck Street she winged in through a broken window on the backside of the mansion—

And was almost immediately attacked.

The blue troll-spawn they had faced in the Banewarrens below materialized out of the Ethereal Plane. It had grown in size; bulging muscles engulfed in crackling blue halos of energy that rippled across its body in great arcs emanating from its head. Its powerful arms smashed Elestra to the ground. She bounced up, and its claws – already coagulate with gored blood – raked painfully across her wings and body. Blood and feathers flew through the air, and Elestra was barely able to limp-wing her way back through the window and high into the sky. Behind her, the troll-spawn vanished in an expanding cloud of blue lightning, leaving behind a telepathic wail and the scent of ozoned terror.

“Well… I think I know what killed Kalerecent.”

Elestra, her entire body aching from the sudden and savage attack, circled above the mansion for several minutes before settling onto a perch above the door… dripping blood down into the street below. A few minutes later, the carriage carrying Ranthir, Agnarr, and Nasira pulled up in front of the mansion. As the carriage doors flew open, Elestra flew down, returned to her human form, and quickly told them what had happened.

But even as she spoke, Agnarr was heading for the door.

“Perhaps we should wait for the others?” Ranthir suggested.

But to no avail. Agnarr kicked in the door and strode through the house, down to the basement, and plunged along the tunnel – pulling the others along through the sheer force of his will and purpose.

They found Kalerecent left for dead in the antechamber where they had spoken with him only a few hours before. Nasira dropped to her knees beside him and poured healing energy into him until he awaked… which was right around the time that the rest of the party was arriving. Tor had ridden Blue down the stairs and along the tunnel, although now he swung out of the saddle to check on Kalerecent.

Ranthir questioned the knight about a blue troll-spawn, but Kalerecent had seen none of that. Instead, he reported that the same bone-ring wearers who had attacked them before had returned to the complex.

Running the Campaign: D&D is EducationalCampaign Journal: Session 43C
In the Shadow of the Spire: Index

Sewer Tunnel - Chalabala

DISCUSSING
In the Shadow of the Spire – Session 43A: Scouting Porphyry House

They knew that Porphyry House was engaged in illicit as well as salacious trade, and they doubted the cultists were bringing their other business brazenly through the front door. There had to be a second, surreptitious entrance somewhere.

Probably underground.

Probably in the sewers.

So what’s happening at the beginning of this session is that, after giving up on the idea of finding an entrance to Porphyry House through the sewers at the end of last session, the players almost immediately worked their way back around to the same conclusion: There must be an entrance through the sewers!

There isn’t.

Whereas the PCs’ scouting in the last session was still taking them interesting places (because they were following paths to interesting things, even if their reasons for doing so were erroneous), we’ve now reached the point where they’re really just ramming their faces into a wall. It’s like searching a dungeon room you’ve already searched three times and hoping you’ll find something new, only at a slightly larger scale.

So, as a GM, what do you do about this?

Well, I actually have an article about this: Random GM Tips — Driving Past the Dead End.

They eventually found their way to the right area beneath Porphyry House… but found nothing except a few impassable pipes which might (or might not) lead into the House.

By the time they re-emerged from the sewers, evening was settling in and they were reminded that they had an appointment with Rehobath in the not-too-distant future. They decided to leave and try again the next day, and on their way back to the Ghostly Minstrel laid out a plan to magically tunnel their way into the house from below (if they could figure out exactly where they should be digging).

What you’re seeing reflected in the campaign journal here is a very hard frame — the time spent at the table is minimal, while the time that passes in the campaign world is significant. I don’t remember exactly what I said, but it would have been along the lines of, “Okay, going down into the sewers you begin exploring. You’re right in the heart of where the older sewer systems in the Warrens meet the newer systems of the Guildsman District and it’s all a chaotic jumble. You eventually find your way to the area right under Porphyry house, but there’s nothing there except drainage pipes.”

To break this down, there are four key components:

  • I’m shifting from Now Time to Abstract Time. (There’s no reason to, for example, play out a tunnel-by-tunnel exploration of the sewers because there’s nothing meaningful to find and no meaningful choices to be made during that exploration.)
  • The PCs are still doing the thing that the players want them to do. (I’m not saying, “No, you can’t search the sewers.”)
  • The passage of time is significant. (I’ve talked about handling the passage of time through a mental model of Morning, Afternoon, Evening, and Overnight. In this case, they spent their afternoon on the sewer search, thus the frame of, “By the time they re-emerged from the sewers, evening was settling in…” This is further reinforced because they have an evening appointment.)
  • Their action has a concrete conclusion. (They didn’t just “not find an entrance to Porphyry House.” Their efforts resulted in them finding the point closest to Porphyry House. The distinction is subtle, but distinct: The former says “maybe you missed something, so you could look again.” The latter says, “you succeeded in your search and this is what you found, even if it isn’t what you wanted to find.”)

We have, thus, spent only a couple minutes of our valuable table time on this interaction. And while the players feel that they’ve been allowed to do the thing they wanted to do, they’re also been pushed away from the idea of “let’s just search again” because (a) the result has been framed as a definitive answer to their query and (b) we’ve also established that it will cost them a significant resource (time) to continue pursuing this.

Now, as you’ll see in the journal entries for the rest of this session, the players nevertheless did continue masticating this idea, intermittently discussing their options while pursuing other agendas. They really wanted a discreet entrance to Porphyry House. But rather than just boiling away table time fruitlessly searching the sewers, they instead turned their thoughts to more creative solutions: First by hatching the idea of drilling up into Porphyry House from the section of sewer they had identified as lying under the whorehouse, and then by refining that idea into stoneshaping through the rear wall of the building.

So, in short, I’m making a note here, “Huge success.”

Campaign Journal: Session 43BRunning the Campaign: D&D is Educational
In the Shadow of the Spire: Index

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