12/20/2015                                                  Humpty Dumpty Conundrum | Dungeons & Dragons
ARTICLE
     HUMPTY DUMPTY CONUNDRUM
    This regular column is for Dungeon Masters who like to build worlds and
    campaigns as much as I do. Here I share my experiences as a DM through
    the lens of Iomandra, my Dungeons & Dragons campaign world. Even
    though the campaign uses the 4th Edition rules, the topics covered here
    often transcend editions. Hopefully this series of articles will give you
    inspiration, ideas, and awesome new ways to menace your players in
    your home campaigns.
     
    MONDAY NIGHT. The heroes are trapped inside a military stronghold in Io'calioth,
    capital of the Dragovar Empire. A dragonborn villainess named Zarkhrysa is
    determined to annihilate them for their constant meddling in her plans. The
    characters know she's part of a conspiracy to overthrow the government, but how
    exactly remains a mystery.
    There you have it: one plot, one NPC, and one secret. If this represented the entirety
    of my campaign, my job as the DM would be relatively easy. Alas, that's not the case.
    Over the past five years, I've littered the campaign with a plethora of plots, myriad
    NPCs with dreams and desires, and scores of secrets scattered everywhere in little
    fragments. All the king's horses and all the king's men, indeed!
    Every time I run an adventure for my Monday and Wednesday night group, I'm
    adding complexity to the campaign new plot details to sort through, new NPCs to
    throw in the party's path, and new revelations to uncover. The longer a campaign
    runs, the more pieces there are to pick up and put together into something . . .
    whole. I could make the campaign shorter, include fewer NPCs, and reduce the
    number of fiendish plots, but then the campaign world wouldn't feel as big, and the
    players might one day find themselves out of things to do. It's a conundrum.
    The three biggest contributors to campaign complexity are plots, NPCs, and secrets.
    Every new plot that brews, every new NPC who shows up with an agenda, and every
    secret I plant in the world has the potential to sweep the player characters away on
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12/20/2015                                                  Humpty Dumpty Conundrum | Dungeons & Dragons
    secret I plant in the world has the potential to sweep the player characters away on
    an adventure that lasts for hours, days, weeks, or months. The Iomandra campaign
    has scores of plots, hundreds of important NPCs, and too many secrets to count. The
    adventurers are not only dealing with the quest-of-the-day but also dealing with the
    consequences of leaving other quests unfinished, and here I am, the not-so-
    blameless DM, trying to make the most of it.
    The only things that keep me sane are my notes. As I've mentioned before, I go into
    every game session with a one-page printout that summarizes key beats from
    previous sessions, lists the names of NPCs likely to be of importance, and spells out
    what I think might happen over the course of the session. Throughout the game, I'm
    scribbling notes on this page the name of an NPC who makes an unexpected
    appearance, names of things I'm forced to create on the fly, reminders to myself,
    strange things that happen during an encounter that might have bearing on future
    events, and the occasional funny quote. Once in a while, a character will do
    something crazy but memorable; I'll jot that down, too. At the end of the session, the
    page goes in the back of my campaign binder, which has, over the past five years,
    become a chronicle of the party's shenanigans (albeit an unpublishable one).
    Here's an sample page from my campaign binder:
    Life of the Party
    Plots. NPCs. Secrets. These are the things I'm most interested in keeping track of.
    Why? Because in order to pull the campaign together and turn it into something
    more than just a string of adventures, I need to keep bringing old plots, NPCs, and
    secrets back into play and finding ways to pay them off. If I can't remember them,
    then I'm just littering the campaign with bits of debris plots that are never thwarted,
    NPCs without destinies or arcs, and secrets lost forever. That's not the campaign I'm
    trying to build.
    I don't need horses or men to gather up the bits of my campaign and start piecing
    things together. My campaign binder contains everything I need to assemble my
    campaign: one-sheets from every single game session, in chronological order. Some
    barely have a mark on them; others are covered with notes, scrawls, and half-baked
    thoughts that don't really amount to much but serve to jog my memory of events
    from Way Back When. When I'm worried that my campaign might be falling apart, I
    open my campaign binder and start leafing through past episodes, sometimes going
    all the way back to the beginning. Look! Here's a quest the characters abandoned . . .
    what are the consequences of their negligence? Here's an NPC with some unfinished
    business . . . I wonder if there's a way to bring her back into the story? And behold,
    here's a little secret the players never figured out . . . maybe it's time they learned the
    truth!
    PLOTS, NPCS, AND SECRETS
    A couple sessions ago, the characters knocked off a major campaign villain and the
    last of his surviving clones. It was the kind of fate you wish upon super-villains in
    James Bond movies: violent with a dab of poetic justice. (The last clone was made to
    suffocate to death in his own cloning tank while the heroes watched.) I was
    concerned because I didn't know quite where to take the campaign from there . . . or
http://dnd.wizards.com/articles/features/humpty-dumpty-conundrum                                           2/11
12/20/2015                                                  Humpty Dumpty Conundrum | Dungeons & Dragons
    concerned because I didn't know quite where to take the campaign from there . . . or
    how to make the next few game sessions just as thrilling. After all, once the campaign
    hits a dizzying high, the natural tendency is to go down from there. It takes a lot of
    thought and effort or pure delirium to keep going up. I had a few ideas (odds and
    ends rattling about in my brain), but I needed to go back to my campaign binder to
    find inspiration . . . or, more precisely, to find things that would resonate with my
    players. As it happens, I found several.
    Here are some pieces I have to work with:
          1. When last we left the PCs, they were nearly out of resources. Our sly villainess,
             Zarkhrysa, allowed them 10 minutes to craft a teleportation circle, but with no
             intention of letting them escape. She and her wizards have been secretly
             scrying on the party and casting a ritual to disrupt their circle once activated. It
             seemed like a surefire way to get rid of the whole party at once, once and for
             all.
          2. The players suspected something was amiss when Zarkhrysa held her forces
             back instead of steamrolling over them. Only one of the characters (a
             warforged artificer named Triage, played by Nick DiPetrillo) actually ended up
             using the teleportation circle, and now he's separated from the rest of the
             group. The party's attempt to reach him via sending stone didn't work,
             suggesting that he might be dead. (Triage's sending stone is embedded in his
             brain, making it unlikely that the item was simply lost.)
          3. Speaking of missing party members, when Michele Carter moved to Baltimore,
http://dnd.wizards.com/articles/features/humpty-dumpty-conundrum                                           3/11
12/20/2015                             Humpty Dumpty Conundrum | Dungeons & Dragons
         3. Speaking of missing party members, when Michele Carter moved to Baltimore,
            her character (an eladrin warlord named Andraste) left the party to become an
            NPC. The last time the PCs spoke with her, she was trying to get Alethia, her
            aunt, out of prison. Aunt Alethia is a member of the Knights of Ardyn, a good-
            aligned terrorist group dedicated to destroying corrupt elements within the
            Dragovar Empire. The party thinks she's being held in Zardkarath, an
            underground Dragovar prison on the island of Mheletros (ruled by an
            adamantine dragon overlord).
         4. Speaking of the Dragovar Empire, it's been without an emperor since the start
            of the campaign (hence the never-ending upheaval). The party's human wizard,
            Alex (played by Jeremy Crawford), recently captured a purple dragon because
            he needed her heart as a ritual component. In a bid to save her own life, the
            dragon informed Alex that the emperor was alive but refused to divulge his
            location.
           5. Zarkhrysa was a high-ranking member of the martial caste, which, in the
                 absence of an emperor, has imposed martial law throughout the empire.
                 Recently ousted from the Vost Miraj (the imperial spy agency) after a botched
                 operation, she now wants to install a dragonborn noble on the imperial throne
                 who shares her political ideology. However, no noble can claim the throne
                 without the approval of the Council of Viziers, all members of the divine caste
                 who are painfully fastidious when it comes to scrutinizing a candidate's royal
                 bloodline. However, with the aid of a dragonborn archmage named Hahrzan,
                 Zarkhrysa recently imbued a secret squad of dragonborn assassins with
                 doppelganger-like shapechanging abilities. She plans to command this squad
                 to assassinate the viziers, lay the blame on her replacement in the Vost Miraj,
                 and use the resulting anarchy to push the Dragovar nobility into acting quickly
                 to restore order with a new emperor on the throne.
           6. Zarkhrysa's choice for emperor is a terrifyingly evil member of the noble caste,
                 a Tiamat-worshiping dragonborn named Menes Narakhty. Shielded by his
                 equally vile mother, he seeks an alliance through marriage with the popular
                 and influential House Irizaxes. Menes plans to marry Lord Irizaxes's eldest
                 daughter, Taishan. She's the opposite of Menes caring, giving, and passionate
                 about her faith in Bahamut. It's a disaster waiting to happen.
           7. Amid my campaign notes is an idea that never actually got used: a dragonborn
                 masquerade. As a prelude to the wedding of Menes Narakhty and Taishan
                 Irizaxes, I thought it might be fun to have the heroes crash the masquerade.
                 Unfortunately, the PCs were always too distracted with other things to get
                 involved in the political machinations of the Dragovar nobility, and so the
                 masquerade idea fell by the wayside.
           8. At present, Peter Schaefer and Stan! both have secondary characters who were
                 written out of the campaign at different times in the past year. You could say
                 that both succumbed to "misadventure." As noted in my campaign binder,
                 Metis (Peter's morose changeling warlock) was knocked unconscious and taken
                 prisoner by Vost Miraj agents several months ago, and the players quickly gave
                 up on trying to rescue him. (At the time he went missing, he'd managed to
                 place his companions in great peril and wasn't very well liked.) Stan!'s previous
                 character, Baharoosh (a dragonborn assassin) was a member of the Vost Miraj
                 sent to spy on the party. The party never trusted him (not surprisingly), even
                 though he sided with them against the Vost Miraj multiple times. When
http://dnd.wizards.com/articles/features/humpty-dumpty-conundrum                                   4/11
12/20/2015   sent to spy on the party. The  party
                                        Humpty Dumptynever
                                                     Conundrumtrusted
                                                               | Dungeons &him   (not surprisingly), even
                                                                            Dragons
             though he sided with them against the Vost Miraj multiple times. When
             Zarkhrysa realized he'd gone rogue, she separated Baharoosh from the other
             PCs and promptly made him disappear. The other characters, unaware of the
             risks he'd taken to help them, weren't sad to see him go.
    And here's how all the pieces are coming together:
    Shapechanging dragonborn assassins: The idea began to germinate in my brain
    when Metis, Peter's changeling warlock, was captured by the Vost Miraj. I made a
    note to myself: The Vost Miraj turns Metis over to Hahrzan for experimentation. By
    experimenting on the changeling, Hahrzan learned how to imbue Zarkhrysa's
    dragonborn assassins with doppelganger-like traits. Now we have the "doppelborn,"
    whose Vost Miraj training enables them to infiltrate the divine caste, worm their way
    into the Tower of Law, and assassinate the Council of Viziers. The fact that they
    believe they're working for the Vost Miraj exonerates Zarkhrysa, who no longer leads
    the organization. The blame falls squarely on her oblivious replacement, who will
    surely be branded a traitor and a fool.
    The conspiracy to overthrow the government: I decided to keep the changeling
    alive and imprisoned in Hahrzan's cloning lab. Last week, while scrambling to escape
    the villain's stronghold, Peter's new character, Oleander, found his previous
    character, Metis, trapped inside a cloning vat and unable to change his form. But
    here's the fun part: as a doppelganger, Metis is really good at reading minds and
    reading lips. He knows a secret, which Peter is told by me in confidence: Zarkhrysa is
    planning to assassinate the Council of Viziers to expedite the coronation of a new
    emperor, while simultaneously placing her best candidate front and center.
    Moreover, as a prelude to the marriage of House Irizaxes and House Narakhty, a
    dragonborn masquerade is set to take place concurrent with the assassinations.
    Everyone in attendance, including Zarkhrysa and Menes Narakhty, will have an
    ironclad alibi. Metis also knows that the masquerade is taking place aboard a ship,
    and the only way to reach it is via teleportation circle. Zarkhrysa carries an invitation
    with the circle's arcane address printed on it.
    The Dragovar Empire's missing emperor: Having just killed the last of Hahrzan's
    clones, Jeremy hit upon the idea of using Hahrzan's research to create a clone of the
    imprisoned purple dragon. If he's successful, he'll get the heart he needs for his ritual
    from the purple dragon's clone, and the real purple dragon can be set free. Were this
    to happen, the characters might suddenly learn the whereabouts of Emperor
    Azunkhan IX. I won't divulge that secret here, for the sake of keeping the Monday
    night group in suspense, but as a point of fact, it is the single oldest unresolved
    secret in the entire campaign. The question then becomes: what happens if the
    characters return the real emperor to the throne before Zarkhrysa can install Menes
    Narakhty in his place? There we have the makings of a campaign-ender, don't you
    think?
      The other missing party members: Poor Triage. Zapped into oblivion by a
      sabotaged teleportation circle! What the heck do I do with him? Is there some way I
      can connect his latest misfortune to some other unresolved piece of the campaign?
      Why yes, there is: The prison of Zardkarath. Interestingly, the location has never been
      explored but has come up many times in the campaign (the name first appears on
      page 5 in my campaign binder, which must be at least 500 pages thick). It occurred to
http://dnd.wizards.com/articles/features/humpty-dumpty-conundrum                                            5/11
    explored but has come up manyHumpty
12/20/2015                               times  in the
                                              Dumpty      campaign
                                                     Conundrum | Dungeons &(the
                                                                            Dragonsname first appears on
    page 5 in my campaign binder, which must be at least 500 pages thick). It occurred to
    me that the Vost Miraj would probably have a secret level of the prison where they
    keep captives who are too important to kill and too dangerous to mingle with the
    "rank and file." No doubt the level would be scry-proof and sending-proof, its cells
    teleportation-proof. If you want to dispose of an epic-level party without the risk of
    them being brought back from the dead, there's no better place than prison,
    particularly if they show up sans gear. (Naturally their precious stuff would be
    teleported elsewhere. Thank you, Tomb of Horrors, for teaching me that old trick!) The
    only good news is that Triage is not alone he has Stan!'s former character,
    Baharoosh, to keep him company. Two characters who never really liked each other .
    . . reunited at last! Surely it doesn't get any sweeter than that.
    Au contraire.
    LESSONS LEARNED
    Obviously, I can't have Triage locked up in an escape-proof penitentiary for the rest of
    the campaign. As a player, poor Nick would be bored to tears! (And based on the
    party's track record, there's a 97.1 percent chance that Triage's companions wouldn't
    bother mounting a rescue.) However, it stands to reason that the Vost Miraj would
    keep other important prisoners there as well, including Andraste's aunt, Alethia. It
    doesn't take a genius to imagine what might happen next.
    By scouring my campaign notes and piecing together various unresolved fragments,
    I've stumbled upon a way to put Humpty Dumpty back together again by having
    Andraste and the Knights of Ardyn infiltrate Zardkarath and attack the Vost Miraj-
    controlled prison level in a desperate attempt to free Alethia from captivity. What
    better way to liberate Triage and Baharoosh as well? Since neither Triage nor
    Baharoosh are in any condition to "duke it out" with the prison's ardent defenders, I
    imagine it playing out more as a roleplaying opportunity than a combat encounter.
    Coincidentally, Andraste never liked Triage or Baharoosh because she always
    doubted their motives; it's a laughable bit of irony to have her show up and
    accidentally rescue them.
    In the end, managing a D&D campaign is about knowing what you have to play with
    and fitting the pieces together as best you can. That's where the campaign binder (or
    whatever device you need to capture your notes) comes in. If you can't see all the
    pieces, you can't put the campaign back together again.
    Until the next encounter!
    Dungeon Master for Life,
    Chris Perkins
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