November 8th, 2011
                Hello  everyone, and welcome to another exciting Grave Plots, where we bring  you new plot hooks and adventure ideas each and every week.  This week is Darkness Week here at  Necromancers of the Northwest, and as such today we'll be talking about the  dark.  Darkness means a lot of things to  a lot of different people: for some, the dark symbolizes something wicked,  treacherous, and outright evil on a primal level; for others, it represents the  unknown and the pathological fear of the things that might be hidden away from  our eyes; for still others, the dark represents a very logical fear, as that’s  where the dangerous predators of both nature and civilization wait eagerly to  victimize the unwary.
      
                While  for many the darkness represents something negative, for my part I've always  found that darkness offers a lot of benefits. For one, the darkness is somewhat  easier on the eyes, which improves your ability to relax and influences the  quality of sleep. The darkness also provides comfort and security to those who  brave her mysterious realms to escape the judgment of light-bound society, and  the dark can even make movies or books (provided the text is illuminated enough  to be read) more enjoyable, particularly if they are meant to be frightening or  suspenseful.  
      
                To the  average player, however, darkness mostly represents a minor nuisance that he or  she spends about 5 seconds figuring out how to best overcome, either selecting  characters with darkvision, purchasing torches, or having the party wizard  prepare to make use of his light cantrip.  Despite this second-rate treatment by D&D  players, there is still a lot to recommend making full use of darkness as an  adventure writer.  As I alluded to  before, the darkness invokes strong and primal emotions in humans – whether positive  or negative, there are few of us who don't have some kind of feeling about the  inky blackness that subsumes the visual senses.   Because of this, darkness can make for a powerful atmospheric tool that,  when carefully evoked and used sparingly, can instill a sense of mystery and  wonderment in your audience, as well as a sense of terror and/or excitement, to  a variety of scenes in nearly any adventure.   Darkness can also be used as a descriptor to enhance a scene where it  isn't the main focus; for instance, say you had a quiet bar filled with a cast  of secretive and dangerous characters – making the bar dark and only dimly lit  by small candles can help sell a sense of mystique.  Similarly, a romantic scene with one of the  PCs and a princess on her balcony can be made to feel more intimate when  enshrouded by the still blackness of night, the only light the soft silver glow  of distant and half-obscured stars which cast intriguing shadows on the  scene.  
      
While darkness can be powerful and poetic tool in the adventure writer’s arsenal, actually making darkness the center player in an entire adventure is tricky business. For one thing, darkness would need to be a real challenge for the PCs to overcome, which is going to be something of a challenge. After all, the PCs can't really fight darkness. Ok, sure, a bunch of monsters could use darkness or its somewhat more effective cousin deeper darkness against the PCs, but that's not going to prove a real threat, and besides, the PCs aren't really facing down darkness but rather some monster who happens to wield that primal force as a weapon. Since the PCs likely have some means to deal with the simple presence of darkness (torches, magic spells, darkvision), trapping them in some dark cave where anything could be lurking probably just plain won’t work.
Forcing the issue isn't really a great idea either, since while you could create magical darkness that darkvision didn't work in and that no light could ever penetrate, if that's just coming out of nowhere it’s going to feel really far-fetched and kind of trite to your players, and then once you have them stumbling around in the dark you have to deal with the fact that this really means that you created an adventure where no one can see anything and the monsters all have concealment, or, in the absence of monsters, the PCs end up lost for a few hours. Your players will almost certainly be irritated that you’re making them put up with what's very likely a very boring adventure where they can't really figure out what’s going on, they blunder into traps and pits or trip over logs or whatever passes for hazards in this dark place. The dark’s mystery and wonder is reduced to mere sensory deprivation, and even that loses whatever literary value it might have had to the monotony of having to deal with pervasive and annoying darkness. So, if you can't have the PCs lost in the dark and you can’t have them fight the dark, how do you make it a central feature of your adventure? Well, I had to fudge the details a little bit, but I think I managed to create a plot idea where the PCs struggle against the dark, facing desperate odds.
	      Shadows Over Ottnus
      
                The  city of Ottnus  is beset by a terrible monster and hope is quickly running out for the people  who live there.  When the first withered  corpse was found, Father Iminov, the local priest, knew something was terribly  wrong and it seemed as though there was less light in the world.  Over  time, the strange deaths became more frequent and he reached out to heroes all  throughout the local province   of Ordinnia; the PCs  where some of the last to answer the call.   The arriving heroes knew something was amiss right away, as parts of the  town were literally darker than the rest, slightly dimming even torches or  other such devices brought into those areas.   Asking around confirmed that those places were near to ware the victims  bodies were found.
      
                All the  adventurers, including the PCs, went to work seeking the cause of these  mysterious deaths straightaway, and it was one of them, a knight by the name of  Sir Cassus, who first discovered the creatures which plagued Ottnus.  He reported that he and his squire were  attacked by a horrendous living shadow, against whom their weapons were of  little use, and the squire was lost in the battle against the creature.  That wasn't the worst of it, however, as  Cassus had been forced to watch as the shade of his long-time companion became  one of the very abominations which had claimed his life.  Eventually, Cassus managed to kill the  shades, but he was sure that there were more, and if they could replenish their  numbers by killing the townspeople, then the town, and indeed the world, might  be doomed. Something had to be done to contain the problem and deal with the  creatures before they got out of hand.   It was then that the great wizards Harmando and Illusior raised a  barrier around the town to ensure that no creature could enter or leave; this  barrier would persist until the shadows were all dead.  
      
                At  first the adventurers held the line against the shadows, protecting the  townsfolk as best they could and killing the fiends whenever they found  them.  Over time, however, the shadows’  ability to replace their forces led them to overwhelm even the greatest of  adventurers. Now, after a month of fighting, only the PCs remain, along with  about half the villagers.  Father  Iminov's dying act was to invoke the power of the gods to protect his people  from the shades, creating a magical barrier which surrounds every building in  town and keeps the shades from entering and gaining any more numbers.  Even with the townsfolk so protected, the  problem has now become one of supplies, and if the shadows are not dealt with  soon the people will starve to death, trapped by the barriers meant to keep  them safe from harm.  To make matters  worse, these protective barriers, both around the town and encircling the  buildings, appear to be weakening. Unless the shadows are destroyed soon, they  may be able to feast on a vast new population to continue their horrible  propagation.
      
Well, that’s all for this week’s Grave Plots. I hope you join me next week for more great plot hooks and adventure ideas.