The Alexandrian

Posts tagged ‘ptolus’

Map of Delver's Square & Tavern Row - Ptolus (Monte Cook Games)

DISCUSSING
In the Shadow of the Spire – Session 35B: Letters of Mysterious Motive

Tor was deeply concerned by the missive from the Order of the Dawn.

“Could he suspect? But if he was going to kill me, why would he send me a note?” Tor shrugged. “Of course, the last time I tried to think my way through this sort of thing, I ended up over-thinking it.”

I use a campaign status document to keep track of the loose threads, NPC actions, faction agendas, backdrop events, and everything else that goes into bringing a reactive and dynamic campaign to life.

This session is a great example of how you can take material from your campaign status document and weave it together into a complex and compelling session for your players. To follow along, though, you’ll first need to understand the various materials I’ve prepped for the In the Shadow of the Spire campaign:

  • Campaign Status Document, the details of which we’ll be diving into shortly.
  • Scenarios, which are probably largely self-explanatory. The overall campaign structure is node-based (with a subset of megadungeon-structured scenarios), so I also have a Campaign Revelation List which shows how all of the scenarios are connected to each other via clues. (This campaign is old enough that this document is still referred to as the “Adventure Track.”) The scenario notes themselves are divided into the separate acts of the campaign, and Act II into three subsections: Banewarrens scenarios, Night of Dissolution scenarios, and Chaos Cult (I use this division when organizing scenario files on my hard drive. I also have separate three-ring binders for each scenario type — so I have a Banewarrens binder, a Chaos Cult binder, and a Night of Dissolution binder at the table, although I believe at this point in the campaign, the CC and NOD scenarios were still in the same binder.) These scenarios are further indicated by an alphanumeric code, so NOD3 is the Surgeon in the Shadows, for example, while BW05 is the Outer Vaults of the Banewarrens.
  • Backdrop Files, which I discuss in the Smart Prep Each backdrop file provides a focused breakdown of ongoing background events that are related to each other. I maintain a number of these for the In the Shadow of the Spire campaign, but the two relevant for the current session are Backdrop 1: Balacazar vs. Killraven and Backdrop 2: Novarch in Exile. (At this point, the latter of these has begun transitioning out of being purely background material because the PCs keep getting involved with church politics.)
  • Interludes, which are scenarios unconnected to the primary campaign structures. This is a mix of one-off events, scenarios created by the players pursuing agendas of their own creation, and other miscellanea.
  • Subplots, which are long-running series of events which the PCs are interacting with (or expecting to interact with). A lot of these seem to end up being factions. (The distinction from Backdrops is that, due to their interactivity, the Subplots have either mini-scenarios or full scenarios. The distinction from Interludes is that Subplots aren’t one-shot adventures; they’re long-running sequences. Although, again, these distinctions get blurred in practice as PCs ignore subplots, get involved with events I thought were backdrops, or have long-term events spin off from an Interlude.)

It might be worth noting that I’m not super-invested in the Backdrop/Interludes/Subplots division; it’s just what I’ve found useful for organizing my notes for this specific campaign.

Okay, with this groundwork laid, let’s dig into Session 35.

IN THE CAMPAIGN STATUS DOCUMENT

The campaign date is 09/18/790 — the 18th day of Kadal in the 790th Year of the Seyrunian Dynasty. The PCs have spent most of the day — in sessions 32 thru 34 — engaged with the chaos cultists at, first, the apartment building where they’re conducting their venom-shaped thrall experiments and, later, in the ruins of the Old City below the apartment building.

The result is that a bunch of events scheduled for the 18th have stacked up, particularly because the PCs spent most of the 17th throwing a huge spanner into the schisming of the Imperial Church and getting themselves thoroughly tangled up in a city-wide political crisis.

The two most relevant sections of my campaign status document here are the Newssheets (summarizing backdrop events in the city) and Events (which are things more or less “aimed” at the PCs). These are the relevant entries from each section for the 18th:

NEWSSHEETS

  • 09/18/790: Blood in the Bathhouse. A flock of ravens bursts the doors on the Row Bathhouse and drives out the customers. When the ravens fly out again, the baths have been polluted with Blood. (Tavern Row War)
  • 09/18/790: Vile Rites Performed in Oldtown! Report on what the City Watch discovered in the Oldtown apartment complex.

EVENTS

  • 09/18/790: Ranthir receives a letter from Mahdoth’s. (BW03A)
  • 09/18/790: Jevicca uses a sending to contact them. (Jevicca’s Sending)
  • 09/18/790: Gemmell sends Tor a letter. (The orc prisoner has escaped with inside help; Sir Kabel was warned. Gemmell is worried that there are traitors in the ranks. But he trusts Tor because he gave him Kabel’s letter.)
  • 09/18/790 (8 PM): Meeting with Sir Kabel at Pythoness House. (Meeting with Kabel)
  • 09/18/790 (11 PM): GQT2 comes to Nibeck Street mansion. (BW Status)

The text in parentheses at the end of some of these entries indicate that they are pointers, either to a separate document (e.g, Tavern Row War refers to a section of Backdrop 1: Balacazar vs. Killraven) or to a later section of the campaign status document (e.g, BW Status and Jevicca’s Sending are both sections which appear later). This way, these sections of the campaign status document don’t become overwhelmed with so much information that they can no longer serve their essential function.

You can see in the case of “Gemmell sends Tor a letter,” however, that the supplementary info was short enough that I could just leave it in situ. Similarly, the specific details of “Vile Rites Performed in Oldtown!” are something I’m prepared to just improvise as necessary.

In addition to these regular sections of the campaign status document, I’ve also added a special section entitled Tavern Row Events. These are “random” encounters that I prepped several weeks before this session as part of Backdrop 1: Balacazar vs. Killraven. Since the PCs are boarding just around the corner from Tavern Row — and regularly walk up and down the street — I wanted them to experience some of the peripheral shrapnel of this gang war themselves. I’ve transferred the events from the Backdrop File to the campaign status document so that they’ll be right in my face when I’m running the session. (That way I won’t forget about them.)

Usually I would integrate events like this into the regular sections of the campaign status document, but in this case I decided it would be more useful to keep them grouped together. (Particularly because they weren’t keyed to specific dates or times.)

TAVERN ROW EVENTS

Raven Spies: While passing down Tavern Row, the PCs notice an unusual number of ravens roosting along the rooftops — peering eerily down into the streets below. Passersby keep glancing up nervously at them.

  • These are Killraven spies.
  • Just before the Showdown at the Onyx Spider, the number of ravens will multiply, roosting on seemingly every rooftop.

The Stink Man: The PCs are in position to spot Durant and a couple of Killraven thugs heading into the Old Goose tavern. They’re either there to intimidate Unos (before the 15th), kill Unos (on the evening of the 15th), or to threaten Unos’ heir Talia.

Tellith’s Problems: Tellith is harassed by Killraven enforcers: An ogre sorcerer named Fatok and three thugs. They’re demanding a monthly protection payment of 100 gp.

  • “Don’t think your delver friends will help you.”

We can now see all the pieces that have been laid in place. These events have built up over time — either from long-term backdrop prep; time events; or consequences spinning off like free radicals from the actions of the over the last dozen sessions. All of these separate vectors have converged to seed the campaign status document with these specific mix of events for the 18th, and then the PCs actions on the 18th itself have further shaped how they’ll play out at the table.

RUNNING SESSION 35

You may want to pop open Session 35 in a separate browser tab so that you can follow along as we walk through the events that played out.

Having left the chaos temple in the Old City at the end of Session 34, the PCs kicked things off with some logistical play: Inventorying their loot, identifying magic items, etc. Standard stuff.

They had completed these chores as a matter of urgency and necessity, but now that the dinner hour was approaching, they realized they were still variously caked with sewer sludge, crusted blood, and other various foulnesses. And sothey headed toward the bathhouse on Tavern Row.

One of the reasons for keeping a campaign status document is that it can sit on the table right next to you during the whole session. Throughout the session, therefore, I’m consistently checking the campaign status document; sort of “touching base” to make sure I’m not forgetting anything and/or looking for stuff that I can opportunistically inject into the ongoing events.

Here my players are announcing their intention to visit a bathhouse on Tavern Row, and right at the top of my campaign status document I’m looking at the “Blood in the Bathhouse” event.

So this is pretty straightforward, right? It’s a no-brainer to have them arrive in the immediate aftermath of that event.

I then cross out this event, which obviously helps me keep track of what has and hasn’t happened. In addition, it also makes it easy for me to update my campaign status document between sessions by simply looking for and removing entries that have been crossed out.

With a shrug, Tor and Tee headed into the bathhouse. They found Derra, the proprietress of the bathhouse, being questioned by a watchman. Tee took the opportunity to sneak through the far door and into the baths themselves.

One consequence of having the PCs arrive in the immediate aftermath of the event — rather than hearing about it later through the rumor mill or by reading about it in a newssheet — is that they can choose to interact with it. “Derra” is just an improvised name, but I make a point of writing it down in my notes.

As they emerged from the door, they spotted a raven watching them from the roof on the opposite side of the Row. Seeing that it had been noticed, the raven took off and began to fly away to the south.

Since the PCs are on Tavern Row, it’s also time to trigger one of the Tavern Row Encounters. Here I’ve grabbed the “Raven Spies” encounters. It plays out a little differently than written because of the present circumstances. This is just fine, of course. But I also make the decision to NOT cross out the encounter. This is an encounter that could be easily repeated in any case.

Elestra flew in through the window of her room. The others followed on foot.

But when they opened the front door of the Ghostly Minstrel, they found Tellith being confronted by a large ogre and three thugs.

“—and don’t think your delver friends will help you,” the ogre growled.

“Delver friends like us?” Tee stabbed him in the back.

Elestra choosing to fly the Killraven spy straight back to their rooms (oh no!) has complicated this sequence of events more than I’d anticipated. (My thought behind the encounter was more along of the lines “look at those creepy ravens; they’re very creep.”)

Your thought might be to simplify it back down. Mine, on the other hand, is to seize the opportunity to add even more complexity to it. And since everyone is rushing back to the Ghostly Minstrel, I have an easy tool to do it: The “Tellith’s Troubles” encounter is not only apropos, but will also complicate the group’s desire to reach their rooms and join Elestra.

Tellith thanked them again for their help. While she was expressing her gratitude, she remembered that letters had come for “Master Ranthir and Master Tor, now where did they go? Ah! Here they are!”

Checking in with my campaign status document again, I can see that several letters were supposed to arrive for the PCs throughout the 18th. Since they’ve been out all day, these have all stacked up.

And this, of course, is a perfect time for Tellith to deliver them.

You can begin to see how all of these separate elements, independently added to my campaign status document (often just one at a time!), begin weaving together during actual play into complex, multilayered scenes and sequences.

THE WEAVING OF TOR

“Nor is that the only treason in our midst. The orc woman you captured in the Banewarrens has escaped.”

“Escaped?” This time Tor was truly surprised. “How is that possible?”

“There must be a traitor within the Order,” Gemmell said. “The truth is that you’re the only one I can trust. You not only gave me Sir Kabel’s location, but you were also responsible for capturing the escaped prisoner.”

Tor valiantly stopped himself from gaping. “I’m honored that you would place your faith in me.”

This is one of my favorite moments in the entire campaign.

It started back in Session 31, when I set up a crucible choice for Sir Tor by having Sir Gemmell and Sir Kabel both send him a letter at the same time: Which letter would be he respond to? Which side would he choose in the schisming of the Church and the Order of the Dawn?

And then Tor blew my mind.

Believing that the arrival of both letters nearly simultaneously was too strange to be a coincidence, Tor concluded that Sir Kabel’s letter was a fake, sent by Sir Gemmell to test his loyalty. So he responded by showing Sir Gemmell the letter, unwittingly betraying Sir Kabel.

That alone was the stuff great game sessions are made of: Tor was going to be completely devastated when he realized what he’d done!

… except the player mulled it over, and realized that she may have made a mistake. So Tor took emergency action and managed to warn Sir Kabel in the nick of time! Sir Kabel escaped just before Sir Gemmell arrived to arrest him!

Meanwhile, in that same session, the PCs had captured an agent of the Pactlords in the Banewarrens. (This was unanticipated, as I’d expected them to kill all the Pactlords.) After attempting to interrogate her, they decided to turn her over to the Imperial Church for safekeeping.

This was even more unexpected!

What the PCs didn’t know is that the Pactlords had a highly placed agent in the Imperial Church, and so the logical outcome of this was that the Pactlord agent would escape from custody.

At this point, Session 31 came to an end and I had the luxury of sitting back and thinking things through at my leisure. I put myself in Sir Gemmell’s position. I thought about what he knew. I thought about what his goals were. I thought about what his fears were.

… and that’s when I realized that from Gemmell’s point of view Tor was the only person he could trust.

Completely and unequivocally.

And, therefore, there was only possible thing for Gemmell to do: Immediately knight Tor so that he would be in a position to help Gemmell root out the traitor in his midst!

I don’t know if this will blow your mind the way it blew mine. But of all the possible outcomes I could have possibly imagined when this sequence of events was set in motion, I literally could not have imagined any of this happening. That’s the amazing beauty and incredible power of a roleplaying game.

And, again, you can see all of these threads weaving together and becoming something greater than the sum of their parts.

Tor was ecstatic at the thought of being knighted. He was so excited, in fact, that he stopped to buy a couple bottles of wine on his way back to meet the others.

The other thing I’ll note is that I’d originally expected Tor to receive Sir Gemmell’s letter earlier in the day. So his meeting with Gemmell  happening at the same time the group was meeting with Kabel is actually another example of events unexpectedly weaving together.

They were glad to see him well, and surprised to see the giddy smile on his face. As Tor was explaining the situation to them, however, Agnarr’s eyes suddenly glazed over and he spoke aloud:

Jevicca requires a meeting. I request an update on your progress and have information for you.

… and we’ll go ahead and weave a little more by grabbing our last unresolved event for the 18th that doesn’t have a specific time attached to it and drop it into this scene.

With that done, I’ve crossed out all the events on the 18th except this one:

09/18/790 (11 PM): GQT2 comes to Nibeck Street mansion. (BW Status)

And this one is interesting because at this point I’m assuming that I know exactly how things are going to play out at 11 PM.

It turns out, though, that I’m very, very wrong.

But we’ll talk about that more next time.

Campaign Journal: Session 35CRunning the Campaign: Ambushing Your Timelines
In the Shadow of the Spire: Index

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

SESSION 35B: LETTERS OF MYSTERIOUS MOTIVE

January 5th, 2009
The 18th Day of Kadal in the 790th Year of the Seyrunian Dynasty

Black Bird

Tellith thanked them again for their help. While she was expressing her gratitude, she remembered that letters had come for “Master Ranthir and Master Tor, now where did they go? Ah! Here they are!”

They thanked Tellith for both her kindness and the letters and then headed upstairs to Elestra’s room.

Elestra wanted to question the raven… only ravens don’t actually talk, so that proved to be a bit of a problem.

Elestra, however, had an idea. “We could kill it and then use speak with dead—“

“I don’t think it works like that.”

By the time Tee summarily thrust a dagger through the bird, Ranthir and Tor had already tuned out the conversation and broken the seals on their letters.

LETTER FROM DANNETH SONNELL

Master Ranthir—

I am a caretaker at Mahdoth’s Asylum. One of our inmates has requested several times over the last several days to speak with you. I am not sure if you could be of any help, but perhaps it would soothe his troubled mind. If you could find the time to come to the Asylum, I would greatly appreciate it.

Thank you,

Danneth Sonnell

 

Ranthir recognized Mahdoth’s as an asylum for insane wizards, but he had no idea why he might be summoned there.

“Maybe they think you’re nuts,” Dominic suggested.

“Or maybe it has something do with our missing memories,” Elestra said.

GEMMELL’S NOTE

Master Tor—

Come to the Godskeep at once. I must speak to you in the matter of Sir Kabel and sundry other actions of traitorous nature.

Sir Gemmell
Captain of the Order of the Dawn

Tor was deeply concerned by this missive.

“Could he suspect? But if he was going to kill me, why would he send me a note?” Tor shrugged. “Of course, the last time I tried to think my way through this sort of thing, I ended up over-thinking it.”

GEMMELL’S PURPOSE

They decided to cover their bases: Tee would sneak up to Pythoness House and explain the situation to Kabel (who was expecting them in less than two hours). Tor would take Erin (Ranthir’s familiar) in his pocket and, if Erin panicked, that would warn Ranthir (who shared an empathic bond with her). Ranthir and the others would be waiting at the western end of the Temple District. If anything went wrong, Agnarr would run to Pythoness House to get help.

They spent the better part of the next hour carefully putting this plan into motion.

When Tor arrived at the Godskeep he was taken to Gemmell’s office (which had once been Sir Kabel’s).

“Master Tor, I am glad you came so quickly.”

“I am at your service.”

“Yes, you have served the Novarch true. Unfortunately, I fear that is not true of all your comrades.”

Tor had relaxed for a moment, only to tense again: Did he suspect (or know) that his friends were not supporters of Rehobath? He had questioned Dominic’s loyalty before. Was he questioning it again?

“Sir Kabel has escaped.”

“What?” Tor was momentarily thrown off-balance.

“He was warned that we were coming.”

“I am shocked,” Tor said glibly.

“Nor is that the only treason in our midst. The orc woman you captured in the Banewarrens has escaped.”

“Escaped?” This time Tor was truly surprised. “How is that possible?”

“There must be a traitor within the Order,” Gemmell said. “The truth is that you’re the only one I can trust. You not only gave me Sir Kabel’s location, but you were also responsible for capturing the escaped prisoner.”

Tor valiantly stopped himself from gaping. “I’m honored that you would place your faith in me.”

“You have earned it,” Gemmell said. “All of this could have waited until the morrow, but I felt it urgent that I speak with you at once. If Kabel knows that he was betrayed, then it’s possible that he knows you were the one who betrayed him. And if he knows that, he might try to retaliate against you. Keep a wary eye.”

“Thank you, milord. I will.”

“I need you safe. And I need you in a position where you can learn as much as you can as quickly as you can. Tomorrow, when you come for your training, you will be knighted.”

DINNER AT PYTHONESS HOUSE

Pythoness House - Night of Dissolution (Monte Cook Games)

Tor was ecstatic at the thought of being knighted. He was so excited, in fact, that he stopped to buy a couple bottles of wine on his way back to meet the others.

They were glad to see him well, and surprised to see the giddy smile on his face. As Tor was explaining the situation to them, however, Agnarr’s eyes suddenly glazed over and he spoke aloud:

Jevicca requires a meeting. I request an update on your progress and have information for you.

“Who? Me?” Dominic said. (Agnarr had been staring straight at him.)

“Hmm? No. It was Jevicca. You didn’t hear that?”

The barbarian had heard her voice in his head and only been absent-mindedly repeating the words verbatim. Ranthir guessed that it had been a magical sending of some sort.

They put the issue of Jevicca to one side for the moment, however, and headed up to Pythoness House. There they were greeted by Sir Kabel and Sera Nara.

Although from the outside the keep appeared undisturbed, the knights had cleaned up several rooms on the first and second floors. They had, in fact, reclaimed the dining room to its former purpose, although the current furnishings were nothing more than several conveniently arranged crates. Similarly, the meal itself was not extravagant, but it was well-provisioned.

As they settled down to eat, Tor brought out the wine he had bought.

“Ah, good,” Kabel said. “I’m afraid the well here has yielded only foul water.”

Agnarr shuddered. “Yes, I suppose it would.”

Kabel raised a quizzical eyebrow at the barbarian, but then his attention swung firmly back to Tor as the latter proposed a toast in honor his knighthood.

Tor was proud of the accomplishment and excited at the thought of what the morrow would bring. This was the dream that had first brought him to Ptolus – that had haunted him his entire life – and now he was going to achieve it. He was, at best, puzzled that Sir Kabel didn’t share his enthusiasm.

Tee, trying to cover over the sudden tension that filled the room, raised her own glass. “If nothing else, we couldn’t ask for Tor to be better positioned as an inside man.”

“Yes,” Kabel said. “At least we have that to be thankful for, Sir Tor.”

Tee’s gambit, however, was successful. The conversation turned to how they might turn Tor’s position to their good use. Tor himself played with the idea of using his position to start a fifth column within the Order, but Kabel pointed out that – even if Gemmell trusted him – it didn’t mean that other people within the Godskeep would.

“They might even be jealous of your position,” Elestra pointed out.

“That’s true,” Tor conceded.

“What exactly are your goals, Sir Kabel?” Tee asked.

Kabel reviewed the situation with them – explaining about the coming of Kirian Ylestos as the newly appointed Silver Fatar of the Cathedral and his calculations of their combined force of arms.

“As my first order of business, I would like to use Pythoness House as a defensible mustering point for the knights loyal to the Church.” No one had any objection to this. Kabel thanked them. “Sera Nara, send out word to the bolt-holes in the morning.”

Sera Nara nodded.

“And now I would speak with you, Master Dominic.”

“Who? Me?”

“Yes. I think it would mean a great deal to our cause if you would publicly renounce Rehobath. He used you to legitimize his claim.”

Dominic was hesitant. “He may not be the Novarch, but he is touched by the gods. I have seen that with my own eyes. He still has the power of the Silver Fatar.”

“Whatever powers – holy or unholy – he may have, he is not the Silver Fatar,” Kabel said. “The Church has deposed him.”

Dominic conceded the point… and agreed to denounce him. “When do you want me to do it?”

“Not before we’ve had a chance to gather our knights and make Pythoness House defensible,” Kabel said. “Once you do this, we’ll all become targets. Perhaps two or three days?”

Dominic nodded. “All right.”

“Is this really in our best interests?” Tee asked. “If Dominic openly betrays Rehobath, that could cause a backlash that would affect Tor’s position in the Order.”

“That’s a risk I’m willing to take,” Kabel said.

But after turning the issue around the table a few times, they agreed that Tor should go to Gemmell and warn him of Dominic’s announcement. Not in time for Rehobath or Gemmell to do anything about it, but with enough time that Tor would continue to be seen in the best possible light.

“You could tell him I’m strong-willed,” Dominic said.

“Umm… He knows you.”

“Oh.” Dominic thought about it. Then he pointed at Tee. “Well, I’m under a strong influence.”

They laughed.

“But even if I do this,” Tor said, “It’s more than possible that I will need to distance myself from the rest of you for at least awhile. And I have no idea how it might affect our affairs in the Banewarrens.”

There seemed to be no answer for that. And so, with those matters as settled as they might be, they turned their attentions to a warm evening of cordial friendhip. Or, as Agnarr put it, they “stuck around until the wine was gone”.

Running the Campaign: Weaving the Background Campaign Journal: Session 35C
In the Shadow of the Spire: Index

Standing Brave on the Summit - 1STunningART

DISCUSSING
In the Shadow of the Spire – Session 35A: Birds of Black Feather

Once they had emerged from the sewers, they sold the unclaimed items in various shops across Midtown and the North Market. Then they headed to the Cathedral and received divine healing, mystically purging their poison-wracked bodies. They also took the opportunity to stock up on a variety of portable curatives so that they would be able to deal with poison on site in the future. (“This probably won’t be the last time we’ll be dealing with the Brotherhood of Venom.”)

They had completed these tasks as a matter of urgency and necessity, but now that the dinner hour was approaching, they realized they were still variously caked with sewer sludge, crusted blood, and other various foulnesses. And so they headed toward the bathhouse on Tavern Row.

I’ve previously discussed expedition-based play, but the quick version is that:

  1. The party gathers resources in order to…
  2. Venture forth in pursuit of a goal, during which…
  3. They will attempt to use their resources to best effect in order maximize the progress and/or payoff of their expedition.

The resources in question might be either practical supplies (e.g., rations or gasoline) or mechanical benefits (e.g., hit points and spell slots). The goal might be either specific (e.g., root out of the cultists) or general (e.g, loot as much treasure as possible).

The fun of expedition-based play comes from the challenge of maximizing the return on your investment. At some point, though, you’ll burn through your resources and be forced to return to your home base so that you can gather fresh resources for the next expedition.

This dynamic, however, can lead to expedition-based play being characterized as the PCs always losing and needing to run away with their tails tucked between their legs. When it’s perceived in this way, of course, expedition-based play can seem incredibly frustrating: “We failed again!”

As we can see at the end of the last session and the beginning of this one, however, the real secret to expedition-based play is figuring out when to beat a jubilant strategic withdrawal just BEFORE you hit the challenge that depletes your resources and leaves you fleeing in abject desperation. In fact, finding that moment of jubilant withdrawal is one of the great joys of dungeon exploration: You have fought the good fight. You have reaped your rewards. You have laid the groundwork for the even greater success of your next expedition!

That is, without a doubt, a triumph, and must be seen as such.

You won’t always find that perfect moment, of course. That’s OK. If there weren’t setbacks, the victories wouldn’t taste as sweet.

Finding the perfect moment, of course, is a matter of experience. And, honestly, I find it to be as much art as science.

Some may believe that they can outthink the problem by simply leaving long before their supplies run out. “If we never put ourselves at risk, then we can never fail!” goes the logic.

Such an overabundance of caution, however, is really just a different kind of failure. If nothing else, it’s a failure to realize your potential. On a more practical level, overly frequent retreats can be particularly devastating – ranging from the frustrating to the disastrous – if the GM is running a dynamic dungeon that responds to the PCs’ actions. In those circumstances, the overly-cautious group may find it incredibly difficult to make any real progress towards their goals, instead finding themselves fighting over the same dungeon rooms again and again and again, like some sort of subterranean reenactment of World War I trench warfare.

But when you find the sweet spot! That’s a glorious moment! You leave your foes broken behind you and emerge back into the warmth of the sun, looking around the table to see the grinning faces of your fellow adventures. And then you count your coins and gems, marvel at your new magic items, and tally your experience points.

You have reached the top of one pinnacle, and now it is time to prepare for the next!

Campaign Journal: Session 35BRunning the Campaign: Weaving the Background
In the Shadow of the Spire: Index

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

SESSION 35A: BIRDS OF A BLACK FEATHER

January 18th, 2009
The 18th Day of Kadal in the 790th Year of the Seyrunian Dynasty

Black Feather

Once they had reached a position of relative safety (i.e., far away from the chaos temple), Ranthir magically attuned his vision. Looking over the items they had looted from the cultists, he saw several arcane auras. These items, combined with the various coins and gems, constituted a small fortune.

“They were well equipped,” Tor said.

One of the items, in particular, held particular interest for the fighter: Gavele’s preternatural speed was explained by the enchanted boots she wore. Tor, who had struggled to keep up with the long, powerful strides of Agnarr’s barbarian-bred legs, claimed both these and a shirt of finely crafted and mage-touched chain.

Once they had emerged from the sewers, they sold the unclaimed items in various shops across Midtown and the North Market. Then they headed to the Cathedral and received divine healing, mystically purging their poison-wracked bodies. They also took the opportunity to stock up on a variety of portable curatives so that they would be able to deal with poison on site in the future. (“This probably won’t be the last time we’ll be dealing with the Brotherhood of Venom.”)

They had completed these chores as a matter of urgency and necessity, but now that the dinner hour was approaching, they realized they were still variously caked with sewer sludge, crusted blood, and other various foulnesses. And so they headed toward the bathhouse on Tavern Row.

BIRDS OF A BLACK FEATHER

When they arrived at the Row Bathhouse, however, they found a small crowd gathered around its gaping door. A carpet of black feathers covered a broad swath of the street directly in front of the building.

Ranthir turned to Elestra. “What type of feathers are they? Raven or crow?”

“I don’t know, I’m an urban druid.”

But Ranthir was thinking about what Elestra had told them of her experiences at Nadar’s Pub: Sir Kabel had dismissed the possibility that she had been a messenger from the Killravens explicitly because she had been too small to be a raven.

They approached one of the men gathered around the scene. “What happened?”

“I hardly know. I was just walking down the street when a huge flock of birds flew into the bathhouse. Several people ran out, most of them screaming their fool heads off. And then the bird flew back out again.”

“What type of birds were they?”

“I don’t know. They were just black birds.”

“Wait,” Ranthir said. “Were they crows, ravens, or blackbirds?”

Dominic sighed. “I don’t think he knows.”

With a shrug, Tor and Tee headed into the bathhouse. They found Derra, the proprietress of the bathhouse, being questioned by a watchman. Tee took the opportunity to sneak through the far door and into the baths themselves.

She found the pools tainted with blood – crimson tendrils eddying between black feathers. She poked around for a bit, but didn’t find anything notable.

As she came back into the front office, the watchman spotted her and kicked them out onto the street. As they emerged from the door, they spotted a raven watching them from the roof on the opposite side of the Row. Seeing that it had been noticed, the raven took off and began to fly away to the south.

Reacting instantly, Elestra called upon the Spirit of the City and transformed into a hawk. She winged her way quickly after the errant raven. The crafty creature managed to dodge her first attempt to snag it, but on her second pass she was able to clasp it in her talons. She winged her way back towards the others—

And then flew past them on her way to the Ghostly Minstrel.

“Where’s she going?”

Tee was exasperated. “She’s like a magpie! But instead of shiny things, it’s bad guys.”

TELLITH’S TROUBLES

Elestra flew in through the window of her room. The others followed on foot.

But when they opened the front door of the Ghostly Minstrel, they found Tellith being confronted by a large ogre and three thugs.

“—and don’t think your delver friends will help you,” the ogre growled.

“Delver friends like us?” Tee stabbed him in the back.

With a roar of pain, the ogre whirled around and lowered his hands. From the tips of his fingers a wave of fire poured forth, bursting through the front doors of the Minstrel.

But Tee, reacting in the flicker of an eye, had flattened herself against the wall – avoiding the flames completely. Stepping forward again and coming en garde, she smiled, “You shouldn’t talk to Miss Tellith like that.” She backed out of the way as Agnarr and Tor, pushing their way through the door, closed in.

The ogre growled, backing away cautiously. “Kill the woman! Now!”

One of the thugs headed towards Tellith. She screamed and ducked under the front desk.”

“Seeaeti!” Agnarr called.

The ogre was pretty much blocking the entire front hall, so Seeaeti – being a clever hound – leapt through the front window, landed in a cascade of glass on a table, jumped from there onto the floor, ducked under a club swung by the nearest thug, and then harried his leg – keeping him away from Tellith.

Two more of the thugs were heading towards Tor. Tor eased into a defensive posture and then, in a flurry of sudden motion, beheaded the two thugs and gutted the ogre. All three of them fell dead.

Ranthir gaped. “That was amazing…”

“Keep one of them alive!” Tee pushed her way to the front of their line and thrust her dragon pistol into the face of the last thug. “Surrender!”

“No problem! No problem at all! I’m just the hired help!”

Without taking her eyes off him, Tee called over her shoulder. “Are you all right, Tellith?”

“I think so… Is it safe to come out?” Tellith crawled out from under the desk and patted Seeaeti on the nose. “Good dog!”

Questioning the thug they discovered that he and the other two had been hired by the ogre – who had been named Fatok – to provide an intimidating front. (“The ogre wasn’t intimidating enough?” Dominic wondered aloud. “Strength in numbers, I guess,” said the thug. “I just took the cash.”) They’d been extorting various businesses up and down Tavern Row in the name of the Killravens when Fatok had decided that the Ghostly Minstrel was a rich and tempting target.

They cut him loose with a message for the Killravens: Stay away from the Minstrel.

Dominic healed the other two thugs and got them on their feet – they had, after all, just been hired help.

By the time he was done, a member of the watch had shown up. Looking at them, the watchman smirked. “You again? I thought you were keeping your noses clean.”

It was the same watchmen they’d run into so many times on their second day in town. He briefly questioned them and Tellith, and then took the two thugs into custody.

“What about him?” Tee asked, nudging the ogre with her foot.

“Huh…” The watchmen looked down. “Well, he’s too heavy for me to carry. I’ll grab some of the others and come back to haul him out of here.”

After the watchman left, they quickly searched Fatok’s body. They found that he wore an ebon ring shaped like a curved feather. (“We need to get rings,” Dominic said.) They were discussing how they could move him to some place secure where they could revive him and question him, but then the watchman returned with help and hauled the corpse away.

Running the Campaign: Withdrawing in Victory Campaign Journal: Session 35B
In the Shadow of the Spire: Index

DISCUSSING
In the Shadow of the Spire – Session 34D: The Battle Turns Again

Tee, now outside the tower, levitated into the air and tried taking potshots at the ratbrutes… but the dwarf, having safely retreated down the hall from the melee but still with a clear line of sight, started summoning fiery-eyed hawks with metallic, razor-sharp feathers to harry her. Their cruel beaks and claws took bloody gouges of flesh out of her.

2D battlemap = 2D thinking.

But if you neglect the third dimension in your game, then you’re flattening the game experience. (Pun intended.)

This session provides a pretty good sampler platter of third-dimensional stuff: The multi-level tower. The structure with both a rooftop and interior level. Windows looking down on the battlefield. Spider-creatures crawling around on the walls and swinging on webs. Flying imps. Levitating heroes. Leaping and climbing and all kinds of stuff.

A few things I think about when combat goes vertical.

Multiple Elevations. When designing your dungeon and/or battlemap, don’t forget to include multiple elevations. It won’t do you any good to remember that the third dimension exists during the fight if you get trapped by 2D-thinking during design and everything is flat as a pancake.

I kind of roughly think of this in terms of bumps and levels. The distinction here is not a particularly firm one, and I may have just made up those terms as a convenient way of leveling thoughts that have been pretty vague in my own head. A bump is basically just something that alters a continuous floor level — a dais, a rocky outcropping, a treehouse, etc.

A level, on the other hand, is a completely separate floor. A balcony flanking one side of a courtyard is a great example. You might also have a floating platform thirty feet above the ground, or a cliff that leads to a lower pit. It’s possible the two levels are directly connected, but they might have completely separate exits and entrances.

On that note, something to think about here is what the transition from one elevation to another looks like: Is it as easy as just stepping from one to another? A set of stairs or a ladder? Do you have to climb or jump? This will obviously have a profound impact on how the fight plays out, so think about the chokepoints you’re creating on the battlefield and how limited access can create challenges for both PCs and NPCs to overcome.

(And since NPCs can often have access to abilities that the PCs don’t — i.e., a dragon flying or giant spiders climbing on the walls — this can also create asymmetric battlefields.)

Levitation v. Flying. Of course, being able to move through the air is a great cheat code for navigating spaces with multiple elevation.

I think it’s important for levitation to feel distinct from flying, particularly in D&D. (They’re separate spells for a reason!) The key thing is that levitation only allows you to move straight up or down unless you can push or pull yourself along a wall or ceiling. This is fun in its own right because it creates a unique challenge for levitating characters, but in D&D it’s also how you set up the reward of unlocking full-blown flight later in the game.

Fun levitation “hacks” you can play around with: How far can you go by pushing hard off a surface? Do you just float in a straight line until you hit another obstacle (like an astronaut in zero-g)? Or is it more limited than that? (Maybe you could determine distance from a push-off the same way you would with a jump?)

Can you push off other combatants? Or be thrown by them? (And if so, how would you want to resolve that?)

Something else to think about is aerial strafing. The image of a dragon flying past a battlefield and unleashing a torrent of flame is pretty awesome. Some games will try to enforce that “realistic flying” (as opposed to magical/Superman-style “perfect” flight) mechanically, but many won’t (in part because a lot of those systems just turn into a huge bookkeeping headache).

If you want to try to enforce “realistic flying,” it’s probably enough to just require a minimum movement each round, and just assume that somehow the character is doing aerobatic maneuvering to pull off whatever path that movement actually takes.

Either way, even if it’s not mechanically “required,” you can still describe your dragons strafing the battlefield.

Tracking the 3rd Dimension. If you’re using miniatures, how do you keep track of all this?

If you’ve only got one or two or maybe a few fliers on the battlefield, I find it’s usually enough to just provide a clear indicator of THAT CHARACTER IS FLYING to help everyone keep track of things.

The most effective — and also visually pleasing — way of doing this, in my experience, is some kind of platform that the character’s miniature or token can sit on.

  • You can buy combat risers specifically made for this.
  • The dice cubes that d6s or other dice sets are sometimes sold in can be a great solution.
  • The little plastic platforms that pizza places use to hold up the box lid are also great. Plus, they’re free. All you need to do is start a collection.

I’ll often track the elevation of a flying character by just writing the number on the Chessex battlemap right next to them. If can’t write on the map, or don’t want to, you can also use numeric tokens or a stack of blank chits.

If you want more than that, more sophisticated combat risers will incorporate height-tracking, either through a gauge or through stackable pieces.

(The stackable risers are great because they give an easy visual reference for where different flying combatants are located in relation to each other. In my experience, though, it’s best not to get too tightly trapped in the idea of tracking specific 5-ft. or even 10-ft. increments with the risers. Partly because you can easily limit the flexibility of your three-dimensional space. But more importantly because fidgeting with stacks of plastic bits can be a real drag. So I tend to use the stackable risers to broadly indicate which vertical “level” combatants are on — these guys are all about ten feet up; these guys are about forty feet up; etc. — and, if more precision is needed, it can be handled through the other tracking methods we’ve described.)

Mapping 3D Spaces. Of course, if you’ve been designing areas with multiple elevations, it’s not just the combatants you need to depict verticality for.

If you’re using 3D terrain, of course, this problem can often take care of itself.

If the separate elevations are fairly clear, just noting the height difference on the map is often enough. For more complex spaces, you might want to sketch a side-view next to the primary battlemap, providing a quick reference for, e.g., how high the tower is vs. the carriage-house vs. the boulder vs. where the harpies are currently flying.

Tip: Duplicate minis or other tokens can also be to track figures simultaneously on both maps; the battlemap giving X-Y coordinates, and the side-map giving a X-Z coordinates.

Calculating Movement. Tracking the elevation of characters moving straight up and down isn’t too hard, but as soon as characters start moving at angles through the third dimension it’s easy for your brain to break.

Your grade school math teacher told you the Pythagorean theorem would be useful! And they were right!

But what I’ve done is actually prep an Aerial Distance Table: Calculate the horizontal distance and vertical distance traveled, and a quick cross-reference on the table will tell you far the character actually traveled in a straight line.

This table appears on page 78 of Legends & Labyrinths, so you can grab a copy for yourself.

Campaign Journal: Session 35ARunning the Campaign: Withdrawing in Victory
In the Shadow of the Spire: Index

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