My current D&D homebrew campaign has been put on hold, because I just got a new job, and to eliminate a stress factor, I decided to run a published campaign, to cut prep time. Instead we will pay Wilderland Adventures for Adventures in Middle-Earth by Cubicle 7.
I’ve written about Adventures in Middle-Earth on this blog previously (Player’s Guide and Loremaster’s Guide), and been quite excited on their use of the D&D 5th edition rules and their very thematic take on Middle-Earth.
But you can’t really know how well the rules work unless you’ve tried them in your game. As the youtuber Matt Coleville, so rightly puts it: the map is not the territory, the recipe is not the meal.
This new – and relatively short campaign – will therefore be an ongoing review of the seven adventures that makes up the Wilderland Adventures. They read well, but do they play well? And where do they need adjustments? Playing the campaign should also provide other GM’s, who might be interested, some insight into how the rules actually play out? In effect a review/playtest of the entire game.
When we’ve played through the seven adventures, we will return to my home brew campaign. I hope I can publish my backlog of session recaps over Christmas, so we have the game recorded while we are on a break.
As I’ve also bought the Rhovanion Region Guide and the Mirkwood Campaign, two new products for Adventures in Middle-Earth, I may drop in elements of those source books as well.
We make characters December 6th, and I hope we also get to play the first part of the first adventure.
Initial Review of Wilderland Adventures
This is not an in-depth review of the 156-page campaign. It is hard to really recommend a published campaign you haven’t run. This is more my first impressions from reading it, and getting ready to run it.
I won’t describe all the adventures. But it will have mild spoilers. So, if you are a player (especially one of my players), and you want to know absolutely nothing about the story or adventures, you should read no further.
Wilderland Adventures is seven linked adventures, where the first four can be dropped into most Middle-Earth campaigns set in this area. The final three are more closely linked, and are hard to run independently. The adventures take place in various locations in Wilderland and will take the adventurers to around 7th level.
My first impression of the seven adventures is very positive overall.
All of the adventures feel like they are set in Tolkien’s Middle-Earth. The mood is spot on and follows the themes outlined in the Loremaster’s guide (such as The Long Defeat in a Fallen World and Deliverance Arrives as All Seems Lost).
Particularly the second, fourth and fifth adventures looks like they are excellent. The second one features a captured hobbit and fun goblin feast song, the fourth evolves around a Noldor elf the players have to escort towards the sea, but her powerful song and presence attracts a lot of attention and the fifth is an infiltration mission.
Actually, I think the first adventure is the weakest of the seven. It takes the group through Mirkwood, and has quite a dark tone. It is not a bad adventure at all, but I would have liked a much stronger hook.
As it is for 1st level characters, it would have been nice, if the adventure also accommodated getting the group together, with a strong motivation, as Mirkwood is a dangerous place for first level characters. Instead it assumes they already know each other and are wandering along the Long Lake, when something happens. The designers opt for having an action hook that can result in combat. I think it will work as intended, but I would have appreciated getting help with getting the group together.
But let’s see how it plays out!
The book is very well organized with summaries of the campaign and each adventure. It is also fully colour illustrated like the rest of the Middle-Earth products. As an added bonus, it contains colour battle maps for most of the encounters. But
On the design side, I really appreciate that all the adventures don’t assume the heroes succeed. There are usually options for various alternate solutions or paths that the adventure might take and failure is frequently an option – the one they are supposed to protect dies or they are discovered and need to flee before they learn key information. This is a refreshing change from the published adventures I’ve typically seen. But to be fair, I’ve not run a published adventure since 2007 or something like that.
That said, it is not a sand box-style series of adventures, like e.g. Curse of Strahd. Each adventure has a clear plot line, with a hook, a journey and a couple of adventuring locations, and a climax.
The transitions from one adventure to the next may need a bit of work, and I expect I might add some minor additional adventures or events to create a smooth flow.
An excellent additional value for money is the customized journey events that are included. A journey has 12 possible events, and there are 12 unique events for all 7 adventures. That will add some interesting spice to each adventure, and will ensure that two groups running the same adventure will have somewhat different experiences, as typically only two or three events will come into play.
On the role-playing side, there are plenty of opportunities and interesting NPCs. I particularly like that there is a box on how to role-play the major NPCs. They describe speech patterns, mannerisms and movement – elements that I’m generally not great at coming up with for my own NPCs. I hope the assistance will add a lot of extra fun to my game.
All of the adventures also use the Audience mechanic, and sometimes the outcome of an audience can be critical for the outcome of the adventure.
After a series of adventures, the group heads home for their first ’Winter Holiday’. To make sure the settlement evolves and grows, I decided early that every winter the characters would rest and work on other tasks until the next group of settlers arrive from the ‘old world’.
This blog post describes some of the activities (so that we can remember them), and I have a couple of thoughts on the system (or disregard for the system).
The Pathfinder way discarded
I had planned to use some of Pathfinder’s rules on downtime. I thought it would be cool to use the rules from Ultimate Campaign on building a house, and later strong holds, and so on. But it turned out that:
1) my players weren’t really into that level of bookkeeping
2) I wasn’t into that level of bookkeeping and …
3) the wizard picked spells like Wall of stone and Fabricate, making the need for materials partially irrelevant.
So, I’ve skipped it completely. And fundamentally run downtime as a narrative, with some skill rolls.
What did the characters do?
It had turned out that, Jarn, the paladin/ranger had made one of the two serving girls pregnant. The player decided that he honestly did love the girl, who was a no nonsense scrappy city-girl, and they decided to get married. The druid of the group officiated and gifts were presented. Each character came up with a gift for the couple, including a bridal suite in their new house with a clock, platinum rings for the entire group and his wife, jade figurines and a donation of blood from the scary half-orc fighter.
During the months they built a sizeable house with a small tower, a glass blowing workshop and smithy and the gnome constructed a ballista for the tower. They craft weapons and armor and train the militia.
The druid also started training an apprentice, the elf Sekhlas, and he went to negotiate for dragon scales, to build an armor, but unfortunately failed in his diplomatic effort.
I also let several characters learn languages, skills and tools, because, why the hell not?
As the new settlers arrive in the spring, some characters receive mail and messages, and they finally get some plate mail. Their leader, Jarn, gets news that his father – who is the head of a knightly order – is sick from enemy magic, and that his mother needs assistance. She has in return sent his father’s medallion, which protects against fey charm. The druid, Weylyn gets a letter from a friend, which relates the story of a kidnapping or defection by a great boat wright to the Hrran Hegemony.
The group was already worried about spies, and they are watchful, but also decide to lay a honey trap. They spread the rumor that they have hidden powerful war machines in the forest, and use awakened beasts to patrol the site – and wait. I think it is a good plan, which I will definitely play to.
The settlers that arrive include two adventuring groups. One is with the rival guild, and another accompanies the dwarves, who have come to run the iron mine, which the characters find.
Furthermore, the wizard, Thul Dweomereye, has apprentices and guards coming to expand his position.
What worked well?
Down time is essentially a chance to role-play and create more context and relations for the characters.
I think everyone got to do interesting things and the wedding and the news from home ground the characters in the setting. It creates a greater attachment to the world around them, and meant that I think they found pleasure in having a lot of gold they can send home and to the war effort.
I hope that the war in their homeland will come more into focus in the next leg of the campaign.
The players have fun when they use their spells creatively to create a home and survive, and there was no reason to take that away, because I had imagined we would use a more ‘mechanistic’ system for it.
And just for fun, I’ve decided to add the text of one of the two hand-outs here:
The Letter to Weylyn:
I hope that you are thriving? I have thought of you many times in the last couple of years, but finding an opportunity to actually sending a letter has been difficult. This winter I finally returned to Finrod after what feels like a life-time of conflict. I have spent much time in Burndeth and helped our ancient kin and allies there. Pentath is now besieged by folk of the wild tribes of Lest, but they learned to fear the forest. So, they burned much of it. I have grown stronger in my struggle, and as we know, adversity and challenges makes you find new strength within you.
I write, not solely out of my desire to convey my thoughts and experiences to you. During the last couple of months here in Finrod, it was impossible not to hear rumours of this expedition and the ships going out to sea. I couldn’t help myself from paying close attention to these stories, as I had already understood from Deekin Chass that you were no longer on the Isles. It therefore troubled me that I stumbled on information that the great shipwright Amhlaidh Tod disappeared from his shipyard last year. The Council and the Circle have been keeping it under close lid, but you know how it is here – everyone knows everybody. The point is, they think he might have been kidnapped, or worse, been bribed to go over to the enemy. If that is true, the Hegemony might soon field a fleet of ocean going vessels. Their seafarers will not rival our own, but in my battles with Hrran, I have learned that its leadership is very resourceful and flexible in their thinking.
I have sent this letter to Moss Keeper Clearbrook, and I hope that it will find you soon.
The player’s guide for the Dungeons & Dragons version of a Middle-Earth role-playing game is perfect for a fan of Tolkien’s world. The designers basically nail the atmosphere and feel of the setting and demonstrate that the D&D 5ed. rules can be reworked to fit a very different style of play.
Adventures in Middle-Earth is very true to the original material and is therefore a very low magic game. There are no spell-casting classes and the abilities the players do have can be heroic, but the magic in them are always subtle – just like in Tolkien’s novels.
The game is published by Cubicle 7, who also makes the One Ring role-playing game, and Adventures in Middle-Earth is their D&D interpretation of that game. It is clear that the designers already have a deep understanding of the lore. All the classes, cultures and virtues are clearly grounded in the source material and the book is filled with relevant quotes from the books.
I was so inspired by this book that I began re-reading the Lord of the Rings (for I don’t know which time), and this is the first role-playing supplement that I’ve read cover to cover since D&D 3.5.
The setting focus on the 70-year period between the events of the Hobbit and the events in the Lord of the Rings. The default area for the game is the Wilderlands, which covers the area from the Misty Mountains in the west to Erebor in the East. The death of Smaug, the return of dwarves to the Lonely Mountain and the rise of Dale as a center of trade has created a cautious surge in optimism, and Bard of Dale calls for adventurers to help them rebuild the land.
The most significant mechanical innovation is the Journey system the game has and the game also features corruption of the character’s spirits through Shadow Points. That said, all the fundamental elements, such as class, races, feats and equipment have been re-worked to fit the setting. That creates – in totality – almost a different game entirely.
I look at some of the major features below.
Making a Character
Each player picks a culture instead of a race, such as Men of Bree, Men of Minas Tirith or Dwarves of the Lonely Mountain. All of the cultures are flavorful and has long lists of appropriate names. Mechanically they are similar to the races of the PhB, but with fewer fantastic abilities. They mainly provide stat increases and skills, and – importantly – define which virtues (feats) you can pick.
The classes are where the rules begin to diverge significantly from a regular Dungeons & Dragons game. There are six available classes: Scholar, Slayer, Treasure Hunter, Wanderer, Warden and Warrior. Some of them are mechanically quite similar to the core classes. Fx the Slayer is similar to the Barbarian and the Treasure Hunter is similar to the Rogue. But all the spell casting classes are gone and replaced by the Scholar, who is both healer and keeper of lore.
The two or three archetypes for each class also sets all the classes apart. These are closely molded to the Middle-Earth setting and blurs some classic distinctions. For example, the Warden has Counsellor, Herald and Bounder as archetypes, and they are part bard and part fighter, depending on which one you pick. What I love about them is how well they fit the setting. The Bounder for example, if you don’t know, is referenced in the Lord of the Rings, as the halflings that keep the Shire safe.
Mechanically, it is hard to judge, without playing the game, how well they are balanced.
In place of feats there are a number of virtues, and most of them are tied to the character’s culture. Thus, only wood elves can learn Wood-Elf magic – which gives you the “awesome” power to enchant an arrow, and, if you pick the virtue three times, make a victim fall asleep! I love how low magic that is. And again, they fit the setting perfectly.
A few of them seems to be a bit over-powered. For example, Bardings can pick Swordmaster. It says: when fighting with either a broad sword or long sword, add your proficiency bonus to your AC. I can’t see myself not picking that Virtue. Even if it added half your proficiency modifier, I would pick it. That indicates an imbalance… (P.S. and I’ve now noticed that one of the pre-generated characters has this Virtue, and he only gains +1 to AC, so perhaps they made an error in the write-up?)
The backgrounds have much more flavor, compared to the PhB, and again connects well with the setting. Examples include Doomed to Die (You know your life isn’t going to end well, but soldier on anyway), Loyal Servant (as a squire or gardener or close kin) or Hunted by the Shadow (the Shadow is constantly after you and your family, as you are renowned foes of the Enemy).
The equipment chapter is short, but mechanically relevant. All the armor and weapons are found in Tolkien’s world, so there are no great swords or plate mails on the list. Particularly, when it comes to AC, that can influence gameplay. Heavy mail provides the highest AC, which is 16. They’ve added Great Shields, which gives +4 to AC, which is probably to close that gap. On the “magic item” side, they don’t compare to the regular DMG. Cultural Heirlooms can be gained as a feat on level 4 and on. It could be a weapon, like the Dalish Longbow, that gives +1 to attack and damage, and +1d8 extra on a critical hit. On one hand, I like that player’s can add cultural heirlooms ‘off screen’ so to speak. But will they? And if they do spend a feat on an heirloom, how do they feel about another player finding something similar in a treasure hoard?
Journeys and rest – adding meaningful encounters:
The most significant ‘new thing’ in the game, in my view, is a system for journeys. I won’t go into the detail of the rules, but whenever the group needs to travel to an adventure location, they need to use the journey rules, in place of the regular overland travel and random encounters described in D&D.
Each map area has a difficulty level (color coded), and the start of each journey the group pick characters for a number of roles: Guide, Scout, Hunter and Look-out. Embarkation dice are rolled and modifiers added, and depending on the roll and the land they travel through, they may have a number of Events. The events can be combat events or obstacles, but they can also be beneficial.
The tough part is, when the characters arrive at their destination, they roll an Arrival roll. If that goes badly, they might gain exhaustion levels or Shadow Points. Both are bad.
Furthermore, travel connects with the rest and healing rules of the setting. Long Rests can only be had in a Sanctuary – like the House of Elrond or Beorn’s home. Therefore any damage or exhaustion they acquire from encounters or bad luck may be hard to heal when you reach the destination.
The rules will add danger and flavor to the game, and they can be used in other campaigns with a little modification and work. In my current regular D&D campaign, with 9-10th lvl characters, one random encounter should either be very dangerous or have a deeper purpose, such as providing clues, potential allies or add depth to the setting, because it won’t drain resources or make their lives significantly more challenging, as they are back to full power the next day, unless I want to spend several hours just running random encounters. I think this system solves that issue – you basically want to avoid wolves or orc raiding parties – because they can impact if you are able to succeed in your greater goal or quest.
Of course, it also adds a lot of flavor, and, as the group has no magical aid – like Purify Water, Good Berries or Leomund’s Tiny Hut – the journey will become something dangerous the group must consider closely.
The game has a system for gaining corruption. It can happen through sorrow, blighted places, misdeeds and tainted treasure. The results are negative psychological traits (Shadow Weakness) and ultimately a complete fall into Shadow. Boromir is the obvious example from the novels.
It is hard to judge how big a threat it is to the characters over a campaign. But I like the mechanic and, again, it feels right for the setting.
In accordance with the fiction, not everyone welcomes travelers from afar, and the game therefore has a system for Audiences with the various rulers of Middle-Earth. It is basically skill challenges modified by how various cultures see each other. Not everyone enjoys a system for a role-playing encounter, but I can see why it is included. It can certainly add drama and consequences, and again fits the game setting perfectly. In the published adventure Wilderland Adventures, the mechanic is used frequently – but more on that in a future review.
The Fellowship Phase:
This down-time system also fits well with the setting. The assumption is that you adventure and travel in the spring and summer, maybe autumn, and settle down for the winter, perhaps to help bring the harvest home, to research ancient lore or to open a new Sanctuary. It is also a way to regain hit points and exhaustion levels, which might be sorely needed, given the trials that the characters can go through.
It is certainly a much more interesting down-system compared to the original D&D rules, but without a whole lot of clunky mechanics added.
Final Thoughts on Adventures in Middle-Earth:
I would love to run a campaign in this game and setting. It is very well done, and it feels like you can really play a Dúnedain ranger, a dour dwarf of the Blue Mountains or a hobbit off seeing the world and stride right into Tolkien’s pages.
I don’t think it is for everyone, though. It is probably the least magical fantasy setting I’ve encountered, certainly in D&D, unless you go for an actual historical or near-historical setting.
As a DM (or Lore Master I should say), my greatest concern is that I doubt the setting works well with characters above 7th level or so. I could be wrong, but I think making stories with fitting enemies and drama at level 8+ will be a challenge within the Middle-Earth setting – partly because the most epic plots have been told by Tolkien. But these concerns are for the review of the Loremaster’s Guide, which should arrive at my door soon… and perhaps the upcoming campaign: Mirkwood.
It can be hard to judge if the game is well balanced, and particularly how well the different classes and cultures compare to each other. Player’s really dislike if one class or character build outshines every other, and almost every group has a player who will spot those ‘killer combos’ in an instant. And as there is little or no enchanted equipment, except for heirloom items and good dwarven steel, the player’s AC and attack modifiers, will generally be lower, compared to standard D&D. It is hard to tell how they stack up against monsters?
Exhaustion can also be crippling and it is hard to remove. Are the journey rules too hard, if you don’t have characters built to be good at survival, perception and so on, or if they are plain unlucky?
Why should you buy this book?
If you love Tolkien’s world and want to play in it.
If you plan on running a low magic campaign. It will have many things you can lift.
If you are a newcomer to DM Dungeons & Dragons this game is in some ways easier than regular D&D, as there are fewer spells and so on to keep track of, and the setting will be familiar to most people. However, … see below
If you want inspiration for your own campaign, such as classes, feats and backgrounds.
Why shouldn’t you buy this book?
If your players want plenty of cool spells and magical gear, Adventures in Middle-Earth isn’t for you.
The murder hobo, kick in the door play-style is also a hard fit with the setting. This is a game of heroes and often tales tinged with sadness.
A newcomer DM might find it hard to deal with the game, if it turns out there are imbalances, whereas core D&D is quite robust.
I was almost caught up – and then life hits. Well, here is the final recap of this adventure. The next session had some downtime, and the sessions after that is the first chapter in a grand expedition to explore the lands around them after the winter. As always, I prioritize actually preparing D&D over writing about what happened. At least until I have significantly more time in the evenings… I do want to add a couple of reviews of RPG-material that I’ve been reading. And I’m eagerly awaiting the arrival of Trudvang Chronicles.
If the players thought they were done with mindflayers, they were wrong. The group was back to only four players, due to the Easter holiday, and the decided to make a short rest, before exploring the rest of the guild hall. They find their ancient archive, in a magical storage room, and recognize it as a valuable trove of lore, if you spend sufficient time on piecing things together. The also enter the guild masters office, where they locate the secret door to the strong room, but when they tamper with it, two stone guardians attack. In the strong room they find gold and silver, and more importantly a few bars of mithral and adamantine and a scroll that can be used to enchant a weapon permanently.
I kept track of time, because – unbeknownst to the players and their characters – the mindflayers continued to be aware of them and their actions. So they gathered another force and attacked again. They led that attack with a hill giant and a purple worm. The players were pretty freaked. But still, the four 8th level players, decided to fight the purple worm (which is CR 15 and has 250 hit points). Fortunately for them, they had luck on their side, as the purple worm is so strong that it can basically remove a character from the fight every round. The purple worm used its bite attack on the paladin/ranger in the first round, but the dwarf bard/fighter used his protective ability to give it disadvantage, so it missed. And the dwarf could tank the tail attack. Next round the purple worm missed with its bite again, but hit the druid with its poisonous tail, who went down. And then a mind flayer emerged from the hole the purple worm left. This was double trouble, but they kept piling on damage, and then the paladin/ranger was swallowed by the worm. The purple worm was heavily damaged, so with a final eldritch blast the warlock killed the purple worm (which 3 characters gave 250 in damage in 3 rounds…)
I had narrated that the three characters, with players who weren’t present, take on the hill giant and the goblins that followed it, and that the half-orc bellowed that they had to flee (that we my DM-que that it was wise).
The purple worm spits out the paladin in its death throes, and with a feather fall they escape the guild hall, but in the ruins beyond the run into another mindflayer ambush, with a single mindflayer, two intellect devourers and some goblins. That was fun!
The players know they are just a couple of bad saving throws away from defeat, but a couple of summoned bears and a charging paladin kills the mindflayer, which cause the rest to flee. The warlock had his intelligence reduced by the intellect devourer though, and is comatose, so now they are down to three characters.
The finally reach the exit point at the tower, where an elf is waiting for them. He introduces himself as Kelgon, but the paladin sense that he is a fiend in disguise. He does not reveal his true form, when they confront him with that knowledge, but he admits that the Mezzoloths that attacked them works for him, and that he has a proposal for them: if they are willing to help him kill undead in the ruins, he will give them knowledge and magic items in return. Their response is that they want to consider it, and that they will return with an answer, if he is willing to let them exit the ruin. He allows that, and finally the group emerges from the ruins into a forest that now seems much more benign and safe.
The group is searching for a wizard in a ruined city. He deserted from their settlement several months ago, and has already learned that there are both fiends and mind flayers inside the ruins. You can read the beginning here.
In the third installment I will also make the adventure itself available.
The body of Corbian
The group enters the big ancient guildhall of elven craftsmen and find a huge lump of blue resin-like substance with a robe clad elf inside on the second floor. Next to it lies the body of the wizard Corbian, who they were sent to find, along with his spell book, which contains a ritual – which Corbian created – that can release the elf. There are no signs of his men. Abbott – the warlock – finds the mind of the imprisoned wizard (he thinks), and communicates with him.
They decide to release the wizard, with the ritual that takes an hour. While the wizard casts the ritual the rest of the team watch the surroundings. They are of course aware that something will happen. Unfortunately, as the ritual finishes, the gnome rogue watching the entrance has become lost in thoughts and fail to notice the attackers arriving, and an epic fight begins.
A mind flayer and a gauth (beholder-kin from the new Volo’s Guide to monsters) burst through a large window at the end of a hallway, and via the staircase goblins attack from below with another mind flayer and another gauth. With liberal use of fireballs, wall of thorns and other spells, the group manages to defeat the attackers. Jarn, the paladin/ranger is stunned by a mind blast, and has difficulty making his save.
At the end of the third round the resin bursts and reveals another 10 foot tall armored mindflayer – an Ilithor – an illithid war leader – of my own creation (you can find the stats here). It attempts to eat the dwarf in front of it, but he makes his saving throw, and the round after use a prismatic spray – and then the paladin, who was stunned for half the fight, has done an enormous amount of damage with Smites, and it falls. And after looting, we end the session.
It was a very intense and fun encounter.Partly because of the many different attacks and enemies the characters had to fight – magical effects from the eye rays, gauths that explode on death and the danger of the mind flayer’s mind blasts and subsequent brain extraction. And partly because of the large battlefield, with several different features, which were used for cover and tactical maneuvers. The party used spells creatively and spent a ton of resources – which will become important.
I would have liked the Ilithor to last one more round to really highlight how dangerous it was, but it was still very epic, and Korrick the dwarf was just one save away from having his brain eaten.
Description: a three meters tall armor clad ilithid with only four tentacles. It is more bulky and squat compared with the regular mind flayers and wields a mind-blade great sword. The Ilithor is created by the Elder Brain to function as commanders of the ilithid armies.
Armor Class: 18, Hit Points: 168 (16d10+80) , Speed: 40 ft.
Saving Throws: Int +6, Wis +7, Cha +7 (advantage from psi carapace)
Skills: Insight +7, Perception +7, Deception +6
Damage Immunities: Psychic
Condition Immunities: Frightened, Charmed
Senses: darkvision 120 ft., passive perception 17
Languages: undercommon, telepathy 120 ft.
Challenge: 10 Special: Magic Resistance. The ilithor has advance on saving throws against spells and other magical effects. Innate spellcasting (psionics): The ilithor’s innate spellcasting ability is intelligence (spell save DC 15). At will: detect thoughts, levitate, 1/day dominate monster, prismatic spray Actions: Multi-attack. The ilithor can make two attacks with its great sword.
Mind blast. The ilithor emits psychic energy in a 60 ft. cone. Each creature in that area must make succeed in a DC 15 Int Save or take 4d8+3 pyschic damage, and be stunned for 1 minute. Great sword. Melee weapon attack, 10 ft. reach, +9, 2d8 slashing +2d6 psychic damage. Tentacles. Melee weapon attack: +9, 5 ft. reach, 2d10+4 psychic damage + grappled (escape DC 17), Int save 15,or be stunned until grapple ends. Extract brain. Attack+9 One incapacitated humanoid grappled by the ilithor. Hit, the target takes 10d10 piercing damage. If this damage reduces the target to 0 hit points, the ilithor kills the target by extracting and devouring its brain.
Equipment/Treasure: psi carapace, mind blade greatsword
This is the first part of a three part recap of a D&D adventure. I also include some thoughts on design.
The group decided – in the previous session – they wanted to explore the large ruined city that lies half a day’s march from their settlement. It is the first time they enter the ruins, and I wanted it to be memorable and give the players and characters a good sense of the danger and conflicts going on inside the ruins. The ruined city is also a centerpiece for the campaign – an almost irresistible adventuring fun-land – but it is de facto optional for the characters.
The ruins is my own combination version of Myth Drannor and Parlainth, two city-ruin box sets that I have always enjoyed, and that I know tickles the imagination of players.
Like in the Parlainth box set (from Earthdawn) I’ve divided the ruins into a number of districts, and added a few key locations and a faction or two to each. By making a ‘purpose’ and framework for each district, it become easier to improvise, created random encounters and to describe each district in a distinctive way.
The characters already knew from a celestial they met in the Warrens, that he was unable to enter the ruins, and they know of a fey queen trapped inside, and the power of the ranger has told them that there are plenty of demons inside too. So clearly, not everyone can move freely in and out, for some reason.
From a design perspective, the feature that some things can’t get out, means that there is a contained, mid to high level adventuring zone, close to their home base. The fact that it is contained means that the characters don’t feel forced to remove this danger close to their settlement immediately. On the other hand, it adds tension that they have to fear messing with whatever contains the monsters inside the ruins, as that would be a potential disaster for the entire region.
Inside the leaders of the various factions can be powerful allies and sources of information, particularly of the ancient history of the land. They can also be major plot movers, but they don’t have to be. Which is why it is optional. If the players chose to engage with one or more of them, the appropriate plots they are involved in can be affected.
Session 27 – setting the stage
I introduced an actual quest set out by the governor, which gave them an objective. The first wizard that came with the settlement, a diviner named Corbian de Juxa, had deserted from the settlement and went into the ruins with a group of soldiers, whom he had convinced to follow him. He believed someone important was trapped inside.
The group – which for this session only had four characters present – went to the ruins, and outside the walls encountered the elves, who guard against creatures coming out. They were warned by them, not to let anything dangerous out, but were also shown to the point where Corbian and his men entered the ruin – one of the broken towers in the wall surrounding the city.
From the inside of the tower they can see a building that matches the description Corbian gave to the governor before he deserted, and they head for it.
In a ruined road, in what was a residential area with many 3 and 4 storied buildings, they are attacked, and the attackers open with a Cloud Kill. The attackers turn out to be three Mezoloths supported by a pack of armored hounds led by two hell hounds. They fight fiercely, but the fiends don’t fight to the death. All three Mezoloths teleport away when they go low on hit points, and the group manages to defeat the hounds.
However, they spent quite a lot of resources to do it. They therefore decided to have a short rest. At that point they get a second random encounter, which are two mind flayers with a pack of goblin slaves. They don’t see the hidden players, but the player on guard sees them searching the place where they fought the yugloths.
The mezzoloths were a fixed encounter, as I need them to set up a meeting in before they exit the ruins. The mind flayers were a random encounter, but worked well as foreshadowing.
At the end of the session they reach the building they were heading for and try to enter through a balcony door, but the fighter, Arak, is hit with a disintegrate when he tampers with the door and barely survives.
Fiends, cloud kill spells and disintegrate traps and the rightly feared mind flayers sets the stage for the ruins, shows them that they’ve move up into a ‘new league’ and it foreshadows future encounters.