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Luthor Harkon

[Tattered Fates] The Theatre of Clocks

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Dear fellow GMs,

Has anyone an idea whether the Theatre of Clocks in Gabriel’s Chase (i.e. the central room), which goes through all three floors up to the domed roof, is more or less like a clear cut cylinder with no direct access from the two upper floors (except maybe a window) or does the two upper floors have some sort of gallery where you can look from above unto the room and the Steel Clock? It seems to me this is not really clear from the description in the book; at least there are no galleries mentioned that I know of.
Anyway, I am interested how others described the Theatre of Clocks in regard to the upper floors (and their possible access to it) or how others think it is most appropriate. Galleries sound interesting in regard to tactical manoeuvres in an ensuing fight at the 13th hour, but could complicate matters further somehow and distract from the “arena-feel”. Furthermore, maybe galleries do not fit the (or diminish the) impression that the whole room, or better its wall, is covered in a multitude of different clocks.

Any idea or experience in this regard? Thanks in advance.

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No experience, but ideas.

I would go for the gallery. As you mentioned yourself, it ats some more tactical things to think about and allows for gunfire to be exchanged between different levels... and do not forget, the Pilgrims brought some explosive presents to the party.

I would not say that the adding of galleries has to dimish the "all walls are filled with clocks" effect. Simply, do not have the galleries 360-degree around the central room. Just add them here and there. This will both provide you with a lot of wall you can have plastered with all kind of clocks while still keep the gallerys for tactical advances. 

Having two galleries per story should do the trick, each of them covering only 10 -20% of the "circle", none of them exactly above the other. Perhaps even none of them in the same size. Have something there you can on somebody. Statues are my first guess. Pots with expensive plants/small trees or just flowers if you like to add a little camp factor ("plant pot to the head" is a mainstay in many comicial combat moments).
 

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Thanks for your input Greg.

I admit having galleries is tempting, but I already fear the map-keeping and the lack of an arena-feel a little. The Pilgrims will drop the odd Frag grenade from the gallery for sure. demonio.gif

Not having 360-degree galleries (as well as having them not everywhere above each other) is indeed a good idea in all regards, but maybe I cover a little more than your mentioned 10-20% with them (more like 50% I think). Statues, gargoyles and plant pots (for cover and whatever) are absolutely fitting, even though I don’t want any comical “plant pot to the head” situations for my grimdark climax… gui%C3%B1o.gif

Any more ideas? Anyone?

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Make the clocks part of the combat. They all chime at the same time to announce the 13th hour, IIRC, but maybe afterwards they will erupt in a frenzy of disharmonious ticking and winding, a terrible disconcerting noise that makes nearby communication impossible.

Maybe the whole Steel Clock rearranges itself as ancient cogs and wheels reposition and rotate, changing the layout of the finale battle over the course of a few rounds. Maybe the clock even swallows some hapless bystanders!

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Expanding on LG's suggestion, you could make the Theatre of Clocks respond to the movements of the Steel Clock.

It would be a real challenge to track overall, but it could make for some interesting and cinematic combat as the galleries, walkways, columns and buttresses shift and move, all depending on what terrain features you want to add.  Its also very Haarlocky...

It could make for a great "boss" fight though, since the room itself could help or hinder the group depending on how battered they have been by any previous encounters.

In my personal mind's eye though, the Theatre of Clock's is less of a gallery and more of a sprawling, multi-tiered ball-room.  In the center of course is the Steel Clock on its raised dais, arranged so that every eye in the room may easily catch sight of it.  But the remainder of the large room is covered with different dance floors, levels and semi-enclosed "social" areas where people mingle prior to the convocation.  And of course each of these platforms feature plinths and half-walls covered in a thousand different clocks.  Even the huge chandeliers hanging from the cieling high above feature unique and even possibly xenos clockworks.  I see the chamber not just as a museum display gallery but a social gathering area with a distinctly Haarlock feel to it.

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Great ideas. Especially in regard to the shifting and moving galleries.
I will most probably let the upper galleries (and maybe even the whole floors) move clock- or anticlockwise to the Theatre of Clocks at the 13th hour. So that everyone who thought of having a nice firing position from an upper floor is given a surprise. The Steel Clock itself will be rearranging a lot – as per LG’s idea – simply to frighten the players a little and to not make it too easy for them to get hold of the pendulum stone. In my view though the Theatre of Clocks is a huge open ball room (a little like the Vienna Opera Ball) without any semi-enclosed areas of note though.
I really have the intention to make it a great “boss” fight as you said. My players are already rather twitchy and the growing suspense is taking its toll. So, the final entry of the Heron Mask and the Widower will make for a jaw-dropping climax I am sure…until my PCs somehow unleash a total overkill again…but I get used to it…

Thanks for the input!

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