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

SESSION 16D: ZAVERE’S NEED

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

RIDDLES AND REST

Another day of delving had left them exhausted, bloody, and battered. But, thanks to Dominic’s faith and the power of the gods, not dead.

They were, however, in desperate need of rest. So they headed back to the surface, looking forward eagerly to the clean sheets and warm beds of the Ghostly Minstrel.

When they arrived, most of them staggered straight up to bed. But Tellith called Tee over to the front desk – she had received a letter. Cracking open the seal of purple wax, Tee saw that it came from Lord Zavere: He had heard from Mand Scheben and was concerned. He would like to meet with all of them in the morning, if it would be possible.

As she finished reading, Tee looked up into the common room and spotted Iltumar Shon nursing a drink. She was clearly the worse for wear, but she had been hoping to run into the young blacksmith’s apprentice for a couple of days now.

With a smile she came up behind him: “It’s an anchor.”

Iltumar jumped in his seat and twisted around to look at her. “Mistress Tee?! Wha–?”

“The answer to your riddle. It’s an anchor.” Tee caught Zade’s eye from across the room and signaled for a drink. Then she pulled out a chair and sat down.

Iltumar’s face split into a wide grin. “It is an anchor!”

“Now I’ve got one for you:

Of all my siblings, which I have many,
I am the number, wise old twenty,
I always wear my long thin hat,
And stand on one leg; I’ve never sat.
I’m last of the last, and last of the first,
I’m last of the best, and last of the worst.
Who am I?

(more…)

IN THE SHADOW OF THE SPIRE

Session 16C: Black Centurions

Serenity - I'm a Leaf on the Wind

And then it sublimated away into the black cloud of acid. Agnarr stumbled back. He tried to whirl to face the last remaining centurion. But the pain was too much. His legs failed him. He fell heavily to the floor and, as he lost consciousness, there was only one thought in his mind:

He had failed.

Twice during the course of Session 16 – and in relatively quick succession – the PCs ended up in very bad positions during a fight. Positions which, if things had gone a little differently, could have very easily ended up with all of them dead.

As a GM there’s going to come a moment when you’re looking at the evolving situation on the table and you’re looking at the stat blocks of the adversaries behind your screen and you’re going to think to yourself, “Oh shit. They might all die here.” Often the players themselves will realize their peril. The tension is going to ratchet up. The stakes riding on every action and every die roll are going to skyrocket. Everyone’s focus is going to tunnel in on survival. On how the day can be won.

And you, as the GM, are going to have to make a choice: Do you take the TPK gamble? Or do you pull back from the moment – fudge your dice rolls, pull your punches, nerf your damage rolls and health totals?

And speaking from years of experience, here’s what I have to say: Take the gamble.

Take the gamble every single time.

Because, in my experience, at least nineteen times out of twenty, the risk you’re seeing on the horizon won’t come to pass: The players will figure out a way to either save the day or escape their certain doom. Often you (and they) will be delighted to discover it’s something you never could have predicted! (We saw that back in Session 13 with the Tale of Itarek, right?)

And even when that twentieth time crops up and the party goes down, you’ll often discover that a total combat loss is not the same thing as a total party kill. That survival is possible without any nerfing or fudging or pulling of punches. (And we saw that in Session 7, right?)

Because the other option is to look at that incredible intensity; that focused passion; that pure adrenaline that’s pumping at the table… and choose to deflate it. To stare down the barrel of the impending TPK and lose your nerve.

Top Gun - It's Not Good. It Doesn't Look Good.

And I get it. It’s tough being under that kind of pressure. Round after round grinding away at you. You want to blink. You want to look away. You want a release.

But here’s the deal: These are the moments that make a campaign. The investment that happens in these kinds of moments – when the players are completely engage; when everyone is emotionally involved in what this very next dice roll could bring – is what makes a campaign come alive, and that investment will transition into every other aspect of the campaign. So buckle up and bring it home.

And to be clear, eminent TPKs aren’t the only way to achieve these heightened moments. But when you cheat in these moments – when you drain the tension instead of bringing it to a glorious crescendo of relief – it will have the exact opposite effect: It will poison the well. It will taint every other moment of the campaign.

“But I’ll just lie to the players and they’ll never know!”

Tell yourself whatever you need to, but what I’m telling you right now is that this is a gamble that’s even bigger than the TPK gamble. And it’s not a gamble that I’m willing to take: The payoff is nothing and the loss can be everything. Because once you lose the trust of the table – once your players no longer believe that what’s happening is really happening – it’s almost impossible to regain, and you will lose these rare and precious moments of magic forever.

But… they’ll never know… right?

Oh, it’s quite likely they’ll never say anything. But they’ll know. Anyone who’s spent a decent amount of time on the player’s side of the screen has experienced this truism. You might fool them once. You might fool them twice. But the odds get longer every time and eventually you’re going to lose your gamble. And unlike the TPK gamble, it’s one you only get to lose once.

A FEW PROVISOS, A COUPLE OF QUID PRO QUOS

Sometimes, of course, you take the TPK gamble and… the TPK happens. I’m not trying to pretend otherwise. I’ve had campaigns end that way, and it’s a real punch to the gut. But some of the best stories from my tables are the TPKs. There can be both a grace and a greatness in failure.

With that being said, games where death is irreversible have a much lower threshold of tolerance for this. You can lose five out of six D&D characters and the party will be back up and running 15 minutes later. Heck, you can actually have a TPK in Eclipse Phase and have the whole group back in play 5 minutes later. Take out a Trail of Cthulhu character, on the other hand, and that’s all she wrote.

So, that’s the first proviso: Know where your system’s danger zone is. The risk of irreversible consequences in D&D is different from Eclipse Phase is different from Trail of Cthulhu.

(It should be noted that this is why I prefer systems with a nice meaty barrier between “out of combat” and “totally dead”.)

Here’s the second proviso: If you’ve legitimately screwed up as the GM – you mucked up the rules; you used the wrong stat block; whatever – that’s a whole different kettle of fish. My recommendation here is to just come clean.

“Look, folks, I made a major mistake here and the consequences are looking irreversible. We need to fix it before it gets that far.”

You’re still going to lose that moment; the tension will artificially deflate and that’s going to be an anti-climactic disappointment. But (a) you won’t be taking big gambles at a rigged table and (b) you will keep the trust of the table. And that’s priceless. That trust is what everything else is built on.

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

SESSION 16C: THE BLACK CENTURIONS

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

Congratulations rained down on Dominic. Agnarr pounded him on the back with his blood-slicked hand. (Prompting Dominic to give him something of an uncertain look.)

With jubilance still in the air, Tee went back to work on the door. She quickly had it unlocked and Agnarr stepped forward to swing it open.

Beyond the door there was, as they had suspected, a short hallway that emptied out into the room with the pool. (The glowgems from that large chamber were casting their eery silvery light down the length of the hall.) But there were also four other hallways heading off in perpendicular directions.

They proceeded cautiously: Heading to the first intersection, Tee looked both left and right. She discovered two antechambers similar to those in which they had found the black cords and broken machinery… only these were occupied.

In each of the small rooms, a humanoid construct of pitch black metal was suspended from an elaborate half-cocoon of complicated machinery that hung from the wall. Each construct was utterly featureless – their faces flat black planes. And, Tee realized, the constructs were actually hovering inside their cocoons – the only connection a slack black cord that plugged into the back of their necks.

Ranthir had never seen anything like them. In fact, even the metal from which they were crafted defied his ken. He moved into the room on the left to take a closer look. Tee and Agnarr positioned themselves in the room across the hall, keeping a nervous eye on the construct there. Elestra and Tor stayed back in the torture chamber, but Dominic came down and stood in the hall between the two rooms – looking towards each in turn.

Unfortunately, no one went to check on the next set of hallways. There had been a cursory discussion, but the decision was made that they should make sure that these first two chambers were secure before attempting to advance. But the next hallway was only ten feet away, and so there was little or no warning when one of the black centurions suddenly raced around the corner with seemingly preternatural and silent speed.

Dominic caught the flash of movement from the corner of his eye and whirled in time to see the centurion’s arm transforming – literally melding itself into a long, pointed spear. He stumbled back and opened his mouth to cry out, but then the creature was upon him. The spear flashed out towards his abdomen, and Dominic only barely managed to turn aside so that the blow ripped into his flesh instead of disemboweling him completely.

Dominic retreated. The centurion pursued, its arm transforming again – this time into a sword that hacked down mercilessly towards Dominic’s head. Dominic cringed before the blow— (more…)

IN THE SHADOW OF THE SPIRE

Session 16B: The Sanguineous Drinker

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

“What are these things?” Elestra openly wondered.

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

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

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

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

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

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

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

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

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

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

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

AMBUSH DANGERS

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

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

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

Ptolus - In the Shadow of the Spire

IN THE SHADOW OF THE SPIRE

SESSION 16B: THE SANGUINEOUS DRINKER

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

PRISON CELLS AND TORTURE CHAMBERS

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

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

“What are these things?” Elestra openly wondered.

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

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

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

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

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

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

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

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

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

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

(more…)

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