Planning for Success
Tonight an interesting thing happened in a game I was running that doesn’t always happen. The players planned out what they intended to do, and essentially hatched such a great plan that I felt it was only right to reward the plan with that most rare of all outcomes: Victory! So let me tell you a story about planning for success and how skipping a combat can be the most fun of the night.
I run a Witcher game using the Zweihander set of rules. Witcher is a world where everyone sucks, even the heroes are only vaguely heroic, and there are never any right choices, only less-wrong choices. The PCs know that south of the city, there’s a sinkhole with a gigantic, monstrous snake (called an uktena) in it and that they’re supposed to kill it before they leave town tomorrow. They’re on a timeline, so if they’re going to do this now’s the time. To start, two of the PCs sit down and start going over everything they know about this species of monster, using Folklore and Education roles.
They discuss the weaknesses of the beast to fire, its viciously poisonous saliva, and the fact that, as far as scholars know, it has precognition that keeps it alive. They realize instead that it isn’t really precognition. These monsters are just extraordinarily lucky, lucky to the point where it seems like they can read the future. The eat the luck of those around them. As the PCs use Fortune points (essentially spendable luck), this beast gets the ability to spend those points to do basically anything. It feeds on their luck to become harder and harder to kill.
They venture to the sinkhole where it is to look at it, and they get there at high noon. The sinkhole is 250 feet down, so they can really only see the uktena when the sun it at its zenith. They realize — using skill checks — that the sinkhole happened because there were columns propping up this cavern roof, and the uktena somehow collapsed them. They see the collapsed columns and rock. The snake’s currently pinned under the rock by its tail, but still able to stretch a bit from where its pinned under the rock. This species normally has large horns on its head that allow it to quickly dig, but this one’s horns are short, so it can’t cut through the rock and get away.
The PCs realize that climbing down is deadly. The uktena is double the size they thought it was, and it has a gigantic, barbed tongue that goes the length of its body; it will be able to stab them as they climb down. They want to light it on fire, but the floor it’s pinned to is flooded. They want to know how to get to it, but no one goes in the ruins and caverns underneath the city. They also don’t know for certain they’ll get paid for this; like I said, there are no heroes in Witcher, there are just people who are slightly less bad than others. The PCs decide to go to the city Alderman to see what’s up.
And after succeeding at even more rolls, they’re able to figure something out: the Alderman knew that this thing lived under the city and thought he already paid to have it killed. A previous Witcher went under the city with their own group, “fought” and “killed” the uktena, and brought back a “trophy” of the uktena in the shape of the horns from its head. He’s already paid the bounty. Worse, he says he can’t pay it again. Paying bounties on monsters over and over again makes the crown think there’s a heightened monster presence in the area. They might send inquisitors, soldiers, other Witchers, or — worst of all — a politician to fix everything, and the Alderman can’t have that. He’s done so much to fix the city, and he can’t have this setback. He offers a lower bounty, because he’s already paid it once, but promises to have the town help the PCs kill the monster. The caveat here (RP-wise) is that they can’t tell the town what it is; it’s a ‘tunnel serpent’ not an uktena.
The PCs then started organizing the citizenry. They realized they’d have to drain the water if they wanted to set the beast on fire, so they took some explosives into the tunnels below the city and managed to blow a crack from the uktena’s chamber to a crevasse to set that in motion. They realized they couldn’t reach the uktena with their barrels of oil and pitch, so they built a ramp to assist in the speed/travel of the barrels. They organized craftsmen to make the ramp, the ropes, and the arrows they’d use. They organized the miners and alchemists to explode the caves. They negated the uktena’s ability to feed on their own luck by doing everything the hard way, the slow way, not allowing themselves to use Fortune points to feed it.
And it worked.
When it came time for the uktena to die, I simply narrated how it happened. There was no reason to roll: the PCs had done everything correctly. Every step of the plan that could possibly be done correctly had been, so rather than have them sit there and roll dice against a monster they were guaranteed to kill, they just got to hear a story about how it died because they’d organized the town on how to save itself. They said that was about the most satisfying ending that could have happened, and it happened due to their careful thinking, great rolls, and good leadership. The narrative approach, the approach that removes the dice’s chaotic ability to alter the outcome, was used only at the end when their careful planning and great rolls had functionally removed the uktena’s ability to survive the encounter. Thinking of it in terms of a heist movie: they successfully planned out all of the hardest steps, so we got to see the montage of everyone completing the job.
Edit:
Because this was a unique situation, I want to outline the encounter using OGRES to properly spell out how I applied it to this encounter.
Opponents: The opponent for this fight was of course the uktena. Uktena are large water-dwelling snakes. They’re covered in spikes they can use to climb and horns they can use to burrow through stone (this one had its horns removed, hence why it was stuck). They can grapple and choke the life out of prey. Their tongue goes the length of their entire body, and they can spear it out to stab people as far away as they can reach. Their saliva is venomous, so their bites and tongues can be deadly even on a grazing it. The main weakness uktena have is an extreme vulnerability to fire. They go up in flames quickly and take extra damage from fire. Uktenas are lightly precognitive due to their luck eating ability, and this particular uktena is immense, measuring twenty meters long, and nearly a meter across.
Goals: The PCs goal was to clear the uktena, because they’d promised the family that owned the land the sinkhole appeared on. A secondary goal later appeared of getting paid to do so by the Alderman, provided they led the town to follow their plan.
Rewards: There’s a primary, secondary, and tertiary reward involved in this quest. The primary reward is the money paid for the uktena by the Alderman. This was originally the ‘secondary’ goal, but considering its value above the new secondary goal, it was moved. The secondary goal is from the family who owns the land on which the sinkhole opened; they told the team they didn’t have much coin, but they’d be happy to pay them later once the harvest was sold, or the team could take it in trade (which they did, asking instead for food for the road since this was their last day in town). The tertiary reward was the massive amount of respect and admiration they gained in the town by bringing them together to successfully confront the uktena themselves.
Environment: The environment for the fight is the sinkhole, which is about 35 meters across and about 250 feet down. It’s got an unstable bottom that is partially flooded. The area around the sinkhole, at the top, also counts, as do the caves and ruins leading to the sinkhole underneath the town. A key factor of the environment is that the uktena is stuck there, but able to easily attack anyone else in the room due to the range of its tongue spike ability. Additionally, if it’s not high noon, no light reaches the bottom of the sinkhole, meaning that the uktena is nearly invisible and impossible to target.
Stakes: The primary stake here is the release of the uktena. The snake was eating the luck of the PCs, but it needed more in order to free itself. Uktena can use luck in staggering ways, ‘seeing’ the future or accomplishing things that would normally be impossible. I decided privately that if the PCs got to the point where they spent 4 Fortune points, the uktena would manage to free itself, and would quickly climb out of the hole and begin to rampage through the town, killing and eating everyone it came across. Luckily, the PCs managed to spend only 2 Fortune points, not giving it nearly enough fuel. Additionally, a key stake here was the chamber the uktena was in. If the water was drained and the snake properly killed without destroying the cavern, it reveals a door into further ruins, where additional ancient treasure might be found at a later date.