Crafting the Golden Vault - Stygian Gambit 12/04/25

Crafting the Golden Vault - Stygian Gambit 12/04/25

Crafting the Golden Vault: Behind the Scenes

Introduction to the Stream

  • Eric Watson introduces himself as a freelance writer and game player, welcoming viewers to his behind-the-scenes livestream for "Keys from the Golden Vault."
  • The stream is intended for those not playing characters Sheree, Elo, Stacy, Teen, or Orvo due to potential spoilers. Viewers are encouraged to join the official Discord server and support via Patreon.

Current Campaign Status

  • The campaign currently involves "Stagian Gambit," which has been progressing slowly; Eric notes that preparation is becoming challenging due to pacing issues.
  • He mentions transitioning towards the next adventure titled "Talkworth's Clockworks," which aligns with character levels for the first time in this campaign. Previous adventures were scaled up from their original levels.

Adventure Details

  • Eric expresses dissatisfaction with certain adventures (levels three and four) in "Keys from the Golden Vault," opting instead to skip them and move directly into a more engaging dungeon scenario with "Talkworth's Clockworks."
  • This new adventure will take place in a gnome town within the Underdark but lacks traditional Underdark elements; it features automatons as antagonists instead of classic creatures.

Gameplay Dynamics

  • Players will have limited reconnaissance opportunities compared to previous adventures, leading them into potentially dangerous situations without extensive prior information gathering. They will receive some initial guidance at the start of this new adventure.
  • Maps created by Tessa Presents are being utilized for various areas within this adventure, enhancing gameplay experience despite some doubts about how much information players will have upon receiving these maps. Eric discusses changes made regarding quest-giving dynamics involving an assistant mayor character named Nyx who guides players through their journey.

Quest Givers and the Underdark Journey

Introduction of Quest Givers

  • The narrative introduces two quest givers: the mayor, who is set up in a refugee camp outside the town, and her assistant, Nyx. The mayor's situation reflects a community that has lost its fortified city.

Context of the Town's Situation

  • The town has been sealed off, leaving its inhabitants vulnerable as they are now positioned outside the Underdark. The mayor has sent scouts to seek help but is aware of potential dangers from others who may exploit their plight.

Characterization of Nyx

  • Nyx is characterized as curt and unfriendly; however, this demeanor might appeal to players. There’s uncertainty about how NPC personalities will resonate with players.

Communication Challenges

  • Although Nyx can speak Common, she struggles with it due to her background in the Underdark. This language barrier adds complexity to interactions with players who may need to journey into the Underdark for assistance.

Player Dynamics and Language Skills

  • Most party members possess knowledge of Undercommon, which alters how Nyx communicates with them. This realization prompts a reconsideration of dialogue dynamics between Nyx and the players.

Character Interactions and Quest Mechanics

Dialogue Adjustments

  • Initial plans for humorous one-word responses from Nyx must be adjusted since most party members can understand Undercommon. This change allows for more meaningful exchanges.

Deep Gnome Personality Traits

  • The deep gnomes are portrayed as resilient and hardworking rather than desperate or pleading for help after losing their home. This characterization sets a tone for player interactions.

Payment Structure Clarification

  • Players do not receive payment directly from quest givers but through their organization, the Golden Vault. This structure emphasizes that taking on quests aligns with their interests rather than being motivated by immediate rewards.

Journey Planning into the Underdark

Encounter Preparation

  • A map exists for navigating the Underdark, suggesting at least one encounter with monsters typical of that environment during their journey.

Mayor's Location Details

  • The mayor is camped near Little Oxford's front gates alongside fellow gnome exiles. However, there are inconsistencies in map details regarding locations like infirmaries and jails.

Map Accuracy Considerations

  • It’s noted that maps provided may not always be accurate, adding an element of unpredictability to player navigation within this setting.

City Map Exploration and Player Interaction

Initial Thoughts on City Map Presentation

  • The speaker contemplates whether to show players the entire city map or just their immediate district, weighing the pros and cons of each approach.
  • Discusses the idea of a "fog of war" mechanic, where only certain areas are visible to players, potentially enhancing immersion and mystery.

Details About the City Layout

  • Mentions key features of the city map including districts, bridges, and materials transport systems like the slag line.
  • Highlights discrepancies between what is shown on the mayor's map versus the actual state of bridges in the game world.

Discrepancies in Bridge Status

  • Points out specific inconsistencies regarding bridge statuses that could affect gameplay; some bridges appear up on one map but down on another.
  • Explains how these discrepancies might confuse players if they have access to both maps.

Considerations for Fog of War Implementation

  • Questions whether revealing full map details would detract from player experience or enhance it by providing context for exploration.
  • Suggests cinematic moments could justify showing a larger area initially, similar to RPG tropes.

Mayor's Role and Information Sharing

  • Describes how the mayor will interact with players, offering guidance while withholding critical information about traps and security measures.
  • Discusses potential changes to where important items (like a security key for shutting down automatons) are located within her workshop.

Security Measures and Gameplay Dynamics

  • Considers altering narrative elements related to security keys being kept in different locations for better plot coherence.
  • Notes that player levels will influence interactions with various game mechanics such as flying over obstacles or accessing different areas through strategic choices.

Game Mechanics and Environment Design

Interaction with Key Locations

  • Players can interact with various locations, including the abbey and a jail cell containing prisoners. The abbey features a monk, while the power station is expected to involve combat encounters.
  • The cavemouth area is recommended for avoidance due to dark monsters; however, players may choose to ride buckets there, which will also include combat encounters.

Lighting and Vision Mechanics

  • Discussion on implementing fog of war mechanics where tokens emit light in darkness. Complications arise if players split up, necessitating multiple tokens or individual character tokens.
  • Consideration of how much vision players have without dynamic lighting on the map. Dark vision calculations indicate limited visibility (60 feet equates to 2.5 squares).

Environmental Features

  • Overview of Little Lockford's environment: lava provides ambient light, while street lamps powered by the town's power station are currently off in certain districts like cavemouth.
  • Players face choices regarding whether to turn street lamps back on at the power station, potentially attracting automatons as a consequence.

Power Station Dynamics

  • The power station controls electricity for bridges and other areas; it has been compromised due to an incident involving a clockwork defender that malfunctioned within its turbine.
  • After defeating the clockwork defender, characters can attempt to dislodge it from the turbine, affecting steam output but not causing further damage.

Quest Structure and Player Choices

  • Main quest elements include navigating through key areas such as the power station and security console. Players might find alternative routes or methods around obstacles.
  • Notable locations for player interaction include town hall, abbey, infirmary/jail—these sites are significant for advancing their objectives within the campaign context.

Game Mechanics and World-Building in Eberron

Power Dynamics and Stealth Mechanics

  • The mayor provides information about bridge controls, indicating players can manipulate power sources, including lights, which could affect gameplay dynamics.
  • Turning off the lights may aid stealth for the party, suggesting a strategic choice between visibility and sneaking capabilities.

Discussion on Eberron Books

  • The new Eberron book introduces the artificer class to 5.5; it was delayed from its original September release date.
  • The speaker expresses a need to catch up on both the Eberron and Forgotten Realms content due to being behind schedule.

Encounter Mechanics in Old Lockford

  • Players must roll for encounters with patrols when entering new districts or buildings, emphasizing stealth as a critical gameplay element.
  • Clockwork automatons patrol the area, creating complications for players who are not stealthy; there's a one-in-three chance of attracting wandering monsters if they fail to be discreet.

Clockwork Creatures Design

  • A basic clockwork creature has notable stats: CR1 rating with 17 AC and 42 hit points; it can grapple opponents while dealing damage.
  • The design includes an aggressive attack mechanism that reflects its role as part of a security force meant to repel threats.

Story Elements Involving Cyborg Characters

  • A character's backstory involves body modification into a cyborg, leading to conflict with townspeople who resisted her methods of enhancement.
  • There’s consideration for creating additional clockwork stat blocks designed specifically for incapacitating intruders rather than lethal force.

Inspiration for New Stat Blocks

  • The speaker seeks inspiration from existing creatures that can disable foes without necessarily killing them, exploring options like magical effects or gas-based abilities.
  • Ideas include using technology inspired by Underdark creatures such as ghouls that have paralyzing abilities.

Designing a Unique Construct Creature

Conceptualizing the Animated Armor

  • The speaker discusses the baseline attributes of animated armor, noting its AC of 18 and an average of 33 hit points. They consider enhancing it with additional abilities.

Adding Unique Abilities

  • The idea of incorporating paralytic tentacles is introduced, drawing inspiration from Omega Red from X-Men. This would involve creating a construct that can incapacitate opponents.

Damage Types and Mechanics

  • The discussion shifts to changing damage types; initially considering poison but ultimately deciding on electrified damage for the tentacles, which are described as barbed.

Attack Mechanics and Conditions

  • Details about attack mechanics are provided: a range of 10 ft., dealing 1d10 +2 damage, automatically grappling targets, and imposing conditions like poisoned and paralyzed after failing a constitution save.

Exploring Spell Integration

  • The speaker contemplates using spells like sleep in their constructs. They suggest flavoring it as releasing gas canisters to create an area effect similar to the sleep spell's mechanics.

Revisiting Sleep Spell Mechanics

Changes in Sleep Spell Functionality

  • A comparison is made between older editions and the updated 2024 version of the sleep spell, highlighting its improved functionality without hit dice complications.

Duration and Effects

  • The new mechanics state that creatures within a 5ft radius must succeed on a Wisdom saving throw or become incapacitated for one round, with potential unconsciousness if they fail subsequent saves.

Racial Immunities

  • Elves' immunity to sleep effects is noted as consistent across editions. This could influence creature design by making certain constructs ineffective against elven characters.

Creature Design Considerations

Balancing Capture Mechanisms

  • There’s a preference for designs that focus on capturing rather than simply restraining opponents. Using gas-based attacks may provide more interesting gameplay dynamics.

Grenade-Like Mechanic

  • A concept emerges where constructs could fire grenades filled with incapacitating gas instead of making traditional attack rolls, simplifying interactions while maintaining thematic consistency.

Incorporating Nets into Creature Design

Searching for Existing Stat Blocks

  • The speaker recalls creatures capable of using nets in combat scenarios, pondering whether existing stat blocks could be adapted or referenced for new designs.

Identifying Relevant Creatures

  • After some deliberation, they identify Kuo-Toa as having net-related abilities. This realization emphasizes how existing lore can inform new creature concepts effectively.

Animated Armor and Encounter Design

Discussion on Animated Armor Mechanics

  • The mechanics for targeting a creature with a net are discussed, emphasizing the need for a saving throw based on Dexterity.
  • The group considers raising the Dexterity of their animated armor to improve its effectiveness in combat.
  • There is confusion regarding whether proficiency bonuses are included in stat blocks, leading to a review of the Monster Manual versus Roll20 resources.

Evaluating Construct Options

  • Animated armor is proposed as an ideal basic construct due to its simplicity compared to stronger options like helmed horror or shield guardian.
  • The CR (Challenge Rating) of various constructs is analyzed, noting that helmed horror has significantly higher power levels than animated armor.

Action Economy and Net Mechanics

  • The discussion highlights how using nets can impact player action economy negatively if they hit, given the low DC (Difficulty Class).
  • A creative idea emerges about branding nets with electrical properties, suggesting an electrified net that could deal additional damage.

Combining Abilities for Enhanced Combat

  • Ideas are shared about combining shocking grasp with net mechanics to create unique attack options for animated armor.
  • The potential for multiattack capabilities is explored, allowing animated armor to utilize various attacks during combat scenarios.

Encounter Preparation and Randomization

  • Preparations are made for introducing automatons into gameplay early on, with considerations for encounter randomness.
  • Criticism arises regarding underwhelming encounter designs from Wizards of the Coast, particularly concerning level 5 players facing weak opponents.

Transitioning Topics: Stigian Gambit

Shifting Focus from Crafting Stream

  • A transition occurs in conversation towards discussing "Stigian Gambit," indicating it may be the last session under this title before moving onto "Talk Clockwise."
  • Brief mention of needing to cover previous topics related to Stigian Gambit before concluding current discussions.

Threesome Encounter and Consequences

Battle Outcomes and Loot

  • The players engaged in a challenging battle, resulting in two characters being reduced to 50% hit points. One character required a health potion to recover.
  • After defeating the Naga, the players were able to loot the area, discovering treasures including a gold and ruby necklace worth 250 gold, a jade rabbit figurine valued at 75 gold, and a plus one rapier.

Character Development and Future Encounters

  • A significant plot point involves Quinton needing to confront the players after their victory. This confrontation is anticipated to be pivotal for character interactions.
  • Tavine's reaction is uncertain; it could lead to distractions or combat encounters that will affect the flow of the session.

Confrontation Dynamics

  • Elean has options regarding her involvement with either helping Tavine or joining the party in the vault. The focus will shift between these groups during gameplay.
  • Quinton's approach is not villainous; he offers a deal for the players to keep some loot and leave his casino permanently. This presents an ethical dilemma for them.

Player Choices and Potential Conflict

  • If players reject Quinton’s offer due to greed or moral reasons (e.g., wanting to save others), conflict may ensue. Quinton is prepared for battle if negotiations fail.
  • The stakes are high as Quinton possesses powerful abilities alongside a hellhound companion, indicating that combat could have serious repercussions.

Consequences of Actions

  • Should Quinton be defeated, there are dire consequences: collapsing structures within the casino could endanger patrons unless players act quickly.
  • Players might survive by escaping through alternative routes like waterfalls but must consider their actions' impact on innocent lives within the casino.

Session Planning and Future Developments

  • There’s hope that this encounter can conclude within one session; however, if it escalates into prolonged combat, additional sessions may be needed for resolution.
  • Plans include addressing falling action from this session while introducing new elements such as Nyx and leveling up characters in subsequent sessions.

Tournament Considerations

  • The timing of tournament completion remains uncertain; discussions about how player actions affect tournament outcomes are ongoing.

Crafting the Golden Vault Session Insights

Tournament Dynamics and Player Choices

  • Discussion on players sneaking into the vault during a tournament, with potential implications for character interactions and story progression.
  • Consideration of player agency; while a path is suggested, characters can choose to reject it and pursue other actions outside the tournament.
  • Acknowledgment that some players may miss out on the tournament due to being occupied in the vault, raising questions about their intentions and desires.
  • Introduction of a scenario where Quinton is called away, allowing Tavine to either join the tournament or address unfolding events, emphasizing player choice.
  • The narrative tension between immediate rewards from the vault versus potential gains from participating in the tournament is highlighted.

Complications in Story Progression

  • Mention of Elean's involvement with a circus situation as a mini solo mission, which could create additional risks for her character due to isolation.
  • The challenge of managing multiple plot threads simultaneously is acknowledged; balancing various character arcs while maintaining coherence in storytelling.
  • Anticipation of a final confrontation with Quinton as part of resolving ongoing conflicts within the session's narrative framework.

Community Engagement and Support

  • Encouragement for audience support through Patreon, recognizing contributions from both platinum and gold patrons who help sustain content creation.
Video description

Preparing the next session of our Keys from the Golden Vault D&D campaign. HUGE SPOILERS! No players allowed! Support the channel by purchasing tabletop games, CCGs, miniatures, RPG supplies and more via Noble Knight Games, using my affiliate link: https://www.nobleknight.com?awid=1553 Music by Kevin MacLeod https://incompetech.com/music/royalty-free/music.html Chat with us in the Official Discord Server: https://discord.gg/Ajvtemj Support the channel at https://www.patreon.com/Roguewatson