Wilderland Adventures: The Watch on the Heath

I’m running all seven Wilderland Adventures for Adventures in Middle-Earth with my group of 7 players and writing about the experience. You can also read reviews of other AiME products on this blog (and other D&D stuff). These adventure blog-posts are part review and part suggestions for Loremasters on how to run or adjust the adventure, based on my experience of running it. And to provide context for those two things, I will also describe what happened during our play-through of the adventure. Art is copyright Cubicle 7 and pulled from their material.

We had a blast with the conclusion of Wilderland Adventures. The adventure lasted two sessions, with the second session almost wholly taken up by the final climactic battle with the Gibbet King.

The adventure is fairly straight forward with a cool location and interesting battle at the end. That said, I had to do quite a bit of prep to make the final part run smoothly, as there isn’t much advice for running it as tactical combat.

How it played out:

After returning to Dale and getting a just reward, they are approached by Oin, who takes them to the Lonely Mountain. Under the mountain, in the Chamber of Marzabul, they meet King Dain and the sage Munin, who tells them of the theft done by Lochmand.

LEgendary items
I made a list of weapons and armor for the characters to choose from. It seemed more interesting to hand them out in the beginning, as opposed to a reward when the game is done.

They complete the audience with great success and gain access to the armoury of the Lonely Mountain and get the book about Zirakinbar to study along the way. I had prepared a list of Legendary Items that they could sort of choose between, to make each item more memorable, and not just a free for all.

Here is the list I made (use if you like):
Legendary Weapons

After the audience, and some provisioning, they travel north to the Grey Mountains. Along the way they meet Witherfinger, and gain some valuable information, in an enjoyable role-playing encounter.

They are somewhat confounded by the strange landscape, and gain both an exhaustion level, and some of them several shadow points (for the first time in the campaign).

When they reach the mountains, they traverse the area with ice trolls, and wake up a single one of them. The four characters wipe it out before it gets it second initiative round.

Reaching Zirakinbar, they see the dragon approaching, and meet the ghost. I changed it to Lockmand instead of the old Master of Laketown, as that historic figure had not previously had anything to do with the campaign, and they’ve spent little time in Laketown. I also changed the treasure to be the one that Lockmand escaed with from Dale, which seems much more appropriate. It is still cursed gold and there was quite a bit of it.

With the information from the ghost, the players figure out that the Gibbet King probably plans to capture the dragon to either inhabit it (a great idea) or use it as mount.

As they have decoded the book, they enter the dwarf outpost from below and kill the two orcs working the furnaces, after which we end the first session of the adventure.

The Final Fight

The climax of Wilderland Adventures we played with five characters present. They sneak up through the fortress and avoid the entrance hall (wisely, it turns out).

They burst through the door to the Gibbet King, and it is initiative. A lot happens over the next 2½ hours and seven combat rounds, and it is hard for me to relay in the right order in writing.

But overall, the most combat effective characters focus on the big orcs, while the less combat effective focus on closing the doors (particularly the Scholar).

The slayer moves up to the Gibbet King and throws him into the big fire in the second round (given the information earlier, I think the players – reasonably – expected a bigger effect from that).

In the same round, I think, Raenar arrives through the northern tunnel (which is quite important, as if he arrives in one of the tunnel where they need to close a door, it could spell trouble).

One of the orcs then push the cage out of the fire, and the Gibbet King begins to mesmerize the dragon.

When the fire doesn’t kill the Gibbet King in the second round, he uses his legendary weapon to pry open the cage and destroy the body, but the Gibbet King switches to one of the orc corpses, which I ruled caused the spell to falter.

Meanwhile, the Warden uses his Grim Visage dwarf helmet ability, which causes some of the Mordor orcs to flee, and the warrior and wanderer slays the orcs holding the chain, and the ones that come to replace them.

As Raenar is now free of his spell, he in annoyance breathes down on the area where the orcs with the chain were, which includes the Gibbet King and Fegor, the woodman Wanderer, and Raddu the dwarf Slayer. The dwarf resists well, but Fegor is down to one hit point.

Raenar now demands that they all kneel before him, and Fegor does so and throws all his gold out to him. He rolls high enough to be spared the wrath. And more characters kneel before him.

At this point they get the final door closed, and the reinforcements from the 1st floor begins to arrive, which the Dunedaín holds back.

The sound builds and the characters kill the troll reinforcement, and the rest of the orcs pull back, seeing the carnage and a dragon.

The characters then flee to rooms with doors and to the Raven’s Perch, and I judge that Raenar retreats. My reasoning is that he so weary of their legendary weapons, given his back story, and the damaging sound, which he is unfamiliar with, that it deems it wiser to retreat.

I’m of course also aware that after many rounds of combat, the group would stand no chance against him.

How was the adventure?

Journey
It was a fun and fitting adventure to end the series. I’m not sure the overall plot completely makes sense, as the “diversion” of the attack at Celduin, seems a bit overkill to sneak past Dale and the Lonely Mountain in the vast wilderness surrounding it. But, never mind!

Dragons, dungeons, ancient artefacts and dark magic. What more can you ask for in an adventure!?

I think the mood set was very well done and the places and characters very suitable for Middle-Earth and the stature of the heroes.

It is timed well to move the characters into a very dangerous area with lots of opportunities to gain shadow, which they know from the previous adventure, is bad, when facing the Gibbet King. That is good foreshadowing.

The dragon adds real drama, as it is an almost insurmountable challenge at that level. It also helps show that there are still great threats and adventures for characters of mid-level.

As we won’t be coming back to Middle-Earth anytime soon, when this campaign is done (I’m running a homebrew final adventure), it was great that they got to see the Lonely Mountain and meet King Daín in this ‘tour de Middle-Earth’.

The Secrets of Mazarbul mechanic, with a character gaining exhaustion to gain useful information, I really liked. I think the adventure would be less interesting, if the players don’t get the information in it.

A few nit pickings:

Why, oh why was the Chamber of Winds not part of the pre-made battle maps in the book? A baffling choice, as it is one of the maps that will be used with 100% certainty, and which is the most complex to draw. It would have made the battle even more memorable and made my life a bit easier.

Lockmand, as written, dies in his cell, killed by the Gibbet King, making capturing him even more pointless. I think my change makes a lot more sense (see below), if I do say so myself.

The guard rooms in Zirakinbar suddenly have 1d6+1 orcs. That is a weird change in design all of the sudden. It all the other adventures it has been x amount of orcs per character and the difference in difficulty between rolling a 1 and a 6 is very significant.

What changes did I make?

Not many significant changes, but I made a lot of notes for the end to run smoothly. Some of them I think would have been nice to have in the published text.

I imagined that Lockmand joined Gibbet King on his journey with the gold and was rewarded with a stab in the back when they arrived. He is now the ghost they meet, who more realistically has useful knowledge of their plot. And the gold was the treasure he used at the feast. The old Master of Laketown may feature a lot in the One Ring products, but this campaign does not take place in Laketown, or makes him part of the story in any way, so my players would have had no idea who he was.

Zirakinbar
I ruled that closing a gate was one action. I placed the bonfire north west of 9. 

Based on the playtest feedback, they must have a good sense of how long the final battle would last, and when the dragon should arrive and so on. I made a plan and adjusted a little bit on the fly. It looks like this:

End of round 2: Raenar arrives in the northern tunnel. You can adjust the difficulty, by letting him arrive in one of the tunnels he needs to close.

Round 3: Raenar approaches the Gibbet King, who now has him under his spell

Round 4-5: The orcs try to place the chain on Raenar

Round 6: Reinforcement orcs arrive from the ground floor (if they aren’t dead)

I let the other orcs try to lift the chain as well, but they did not last against the characters.

I also placed the big bonfire mentioned in the text on the map, in the middle.

In the adventure, the noise takes six (!) rounds to build to a damaging level, but that is way too late for it to have an effect on the battle, so I let it build for a round or two, before I began dishing out damage.

In Conclusion:

A worthy end to a generally strong series of adventures. My players enjoyed it, maybe because it goes to the core of the game: Dungeons & Dragons – but in Middle-Earth style.

I will write an overall review in the beginning of the new year. The next three sessions were a homebrewed adventured in Eriador, and I will cap this series of blog posts with some final thoughts on Adventures in Middle-Earth.

Wilderland Adventures: the Crossings of Celduin

I’m running all seven Wilderland Adventures for Adventures in Middle-Earth with my group of 7 players and writing about the experience. You can also read reviews of other AiME products on this blog (and other D&D stuff). These adventure blog-posts are part review and part suggestions for Loremasters on how to run or adjust the adventure, based on my experience of running it. And to provide context for those two things, I will also describe what happened during our play-through of the adventure. Art is copyright Cubicle 7 and pulled from their material.

It took us four sessions of mostly great gaming to finish the sixth adventure in the Wilderland Adventures-series, so this is obviously a fairly long read. It is also the adventure with the longest page count in the book, with 25 versus mostly below 20 pages.

The adventure begins during the Gathering of the Five armies to celebrate the victory over the goblins following the death of Smaug. During the celebration all the soldiers of Dale, as well as many visiting dwarves, are poisoned which leaves the realm defenseless when the Gibbet King attacks with his army. The heroes have to rush off to defend the Crossing of the Celduin river, to buy enough time for King Bard to gather enough forces to stop the orcs. The longer the heroes can defend the small village next to the only bridge over Celduin, the less costly the victory over the orcs will be.

So far, it is probably adventure we’ve had the most fun with overall, but I did spend a little more time adjusting it. I also spent more time preparing props and minis and I made some terrain. It all factored in to make for some very memorable game sessions.

The mood is great, there are many opportunities for fun role-playing, the heroes can really build their legend, and it fits well with the heroes moving from Tier 1 to Tier 2, going from local to regional heroes. The final battle is difficult and epic – if adapted to fit your player’s characters and play style.

Mechanically, it works really well that there are no long rests available, until before the final encounter. However, I needed to do quite a bit of modification to make the last part of the adventure fit a more tactical game. The conversion from the One Ring RPG seems to fall short of actually adjusting the adventure to a D&D-reality.

The middle part of the adventure has a few problems, I think in large part because it presents itself to the players – at that point – as an investigation and intrigue adventure, but it is really not. The poisoning is just a plot point to force the characters to the main part of the story – defending the crossing of the Celduin.

How it played out

As mentioned, it took us four whole sessions of about 3½ hours to play the adventure with 5-7 players. We spent the entire first session just arriving in Dale, role-playing andd meeting NPCs and with the archery contest. The second took us through the middle part, and the third and fourth sessions were tactical combat in Celduin, with the final encounter taking up the entire last session.

Session 1: Baldor’s trouble and the Masked Ball

Baldor and Belgo
Baldor and Belgo have prominent roles to connect the characters to Dale, in my version of the adventure.

To have a real hook or two, I added two things (see the links to handouts below):

 

  • Baldor (from the first adventure) invited them to stay during the celebration, and he also had a personal favour to ask. Letter from Baldor
  • The hobbit emissary of the group was asked by the Mayor of Mikkel’s Delving to represent the Hobbits, as they didn’t know where Bilbo was, as they felt it was unseemly that the big folk should have that party without any hobbits being present. Letter to the Hobbit Emissary

The player’s seemed to really like those hooks and went readily to Dale. They arrived at Baldor’s new home. He had regained much of his wealth, but it wasn’t a happy house, and Belgo was in trouble and had started skulking from his tutor, stealing little things with his friends who were bad company. They waited up for him and he came home drunk (even though he was 12 years old). We had some great roleplaying with their ‘talk’ with him and the outcome was that he became a squire to the Dunedaín.

The two hobbits, one of them the emissary, went to Bard’s court and talked their way into being introduced to the court, where they met Bombur and others. Very evocative of the setting, and it used the backgrounds to good effect.

The next day I introduced all the suggested games and contests outlined in the adventure, and we had fun doing riddles, the dwarf Warden won the song contest, and rolled ridiculously at the party in the evening, so that really established him as a person of renown.

For the evening’s celebration I pulled in some additional characters to avoid having only NPC’s important to the plot at hand detailed (see link below). Also, I have many players, and each one needed someone they could engage with. I’m not running the Mirkwood Campaign after this, but I used a couple of characters from there, and they would work well for foreshadowing, if I did.

Read my notes for the Masked Ball and Baldor’s Request here: Notes for Crossing of Celduin

One of the hobbits spoke with Gandalf, so I had him invite them directly to his quarters instead of sending a note (which I also had prepared as a handout with the G rune).

The Dunedaín used his Foresight of their Kindred ability to see that there was something about a bridge and a storm in their future, and Lockman was a foreboding character (unfortunately, he kind of forgot that for the next session).

The following morning the contests began, and as I have a ranged-heavy group, most of them participated in the archery contest. The Dunedaín won with an incredible roll. He reached 35 on his to hit check. That obviously gained him much renown as well.

Session 2: Contests and the Feast

DAle
Dale is an interesting location, but not much information is currently available for Adventures in Middle-Earth. It can seem a bit of an abrupt shift in location from the previous adventures in the book.

The contest continued. The dwarf slayer won the wrestling contest (spending one rage) and lost in the finale in the riding contest. He also won much renown and was a favourite among the dwarves.

In the grand melee, the dwarf slayer participated with the woodman wanderer of the group, but no one else wished to participate. They made it through the two initial rounds and then it was a grudge match against the mighty Gerold the Beorning, whom the dwarf had defeated in the wrestling match.

We roll initiative every round in combat, and for this duel style combat that is especially important to add drama and avoid a slug fest. The dwarf slayer won initiative the first round and opened up with a reckless attack. To the player’s horror, Gerold followed up with three attacks and won the initiative the following round, which meant he had six attacks on the dwarf with advantage. Despite alone against two characters, Gerold manages to knock out the dwarf, but is beaten by the wanderer, who goes on to the finale to fight Elstan, first captain of Dale. They have an epic sword fight, but the player loses. Which I narrated as the best outcome, according to the crowd. The people of Dale saw a great fight, but their hero won at the end, so ultimately the Woodman also gained much renown for his effort against their great captain.

For the feast I had a large part of the group at the place of honour, which was great, as it puts them up front at the center of the action. The players of course began suspecting something was off, and the slayer tried to kind of intervene, but I just plowed on with “Lockman”, as that felt appropriate, because the jester would try and play his part and avoid being distracted by ‘the audience’. But I’m also railroading a bit, because I know that the poisoning needs to happen. I did not mention that the ale had an aftertaste, as suggested in the adventure, because my players would immediately catch that as ‘plot-slang’ for poison, and cancel the whole feast.

What has to happen happens, and everyone gets poisoned, and then the characters start looking for the responsible, they have the gates closed and ring the alarm bells, as they fear an imminent attack. They question the guards and hear about the group leaving with a chest, but they are long gone. They go to Lockman’s house etc.

So, this is where the adventure – I think – has the appearance of a classic investigation adventure. But it isn’t, and I think my players were confused, and probably feeling a bit useless, until I moved them on to the next thing.

We move quickly on to the consequences, and, as the dwarf Warden has the Ravens of the Mountain virtue, the raven comes to him with the message of the advancing army.

They go to meet King Bard the next morning, and as they did so well in the contests, and with an emissary among them, it seemed very fitting that he would look to them as heroes, and they didn’t need any prodding to help with a plan.

We then play the journey to Celduin. I forgot to put in Lockman as an option to pursue, but I actually think it is for the best (because I will use him in the final adventure). I added four goblin archers to the Raiders encounter for my five characters, and they easily defeated them in an ambush.

As seen before, the DC of perception tests are so low that the characters have no chance of failure. Of course, the designated Lookout has at least +0 to his perception, so there is zero chance the orcs will catch them by surprise…

They then reach Celduin, and has to treat with Erik, the town Master, which was great fun. They really didn’t like that guy. And we ended with them preparing for battle.

Session 3: The Battle Begins

IMG_1049
I spent quite some time building a tower terrain piece, as the verticality of the battle is quite important. 

This session took us through part 7 of the adventure and the beginning of part 8. We run a tactical game, and I had wolf rider minis ready. The players made a plan, where two characters would hide on the far side of the bridge, to cut off the retreat of the outriders.

This sort of worked. One of the characters one the other side was the Slayer, who was now really feeling the fact that he had spent two rages and most of his Hit Dice recovering from the Grand Melee and the encounter with the orcs in the previous session (which was great!).

The outriders attack (I skipped the orc chief coming to threaten them to surrender, as my players open fire at maximum range), and they had a very tough fight, as they hadn’t planned for the wolf riders being able to jump into the river and get past the tower (taking some damage in the process from the submerged spikes, placed there by the characters).
I did add three goblin archers on wolves who stopped on the far side of the bridge, and an extra regular orc warrior on wolf to the encounter. But because I hadn’t expected the players to fight on both sides of the bridge, the extra wolves added quite a bit of difficulty to the encounter.

Ultimately, the players won a very hard-fought battle, and because none of the orcs or wolves escaped on the west side of the bridge, I allowed them to replenish the Preparation Dice they had spent.

Then the troll came, and with his movement they peppered him with arrows. He got to the gate and started smashing it. I rolled quite poorly, and they killed the troll when the portcullis had 4 hp left. With just a little luck, it doesn’t need many blows to crush the gate.

In the aftermath, the Warden sends his own raven out to look for the army, and we have a cool scene where it is the dwarf’s own raven that gets shot and speaks its last words to its master.

Finally, the Gibbet King speaks trough the dead warrior at the inn, but sadly few characters gain shadow points.

Session 4: The Final Battle 

IMG_1121
I made a Gibbet King out of two bases, some metal rods and an old 1990s Citadel skeleton. Unfortunately, I didn’t quite have time enough to finish it. 

The final battle against 75 orcs and the Gibbet King took up the entire session. If you don’t run the encounter with minis you can probably shave some time off.

First, I should say, my six players managed to kill 40 orcs by the time they threw the Gibbet King into the river. And several of them had plenty of hit points left, I think. With the tower as a choke point, I think there is a chance they could have pulled off killing all 75. There are more on the far side of course, but that should still give the army pause…

Basically, I sent down dozens of orcs, who started climbing the tower using grappling hooks and just by climbing and who were shooting from across the bridge. I ruled that using a grappling hook it took two rounds to get to the top of the tower, but that it took three without them, as per the first encounter.

My group is fairly good at ranged attacks, and they stacked up a lot of kills in the about 5-6 rounds before I introduced the Gibbet King. They cut the ropes of the grappling hooks, and were ready to smite orcs that climbed independently.

The Gibbet King moved down to the gate, used his dread spells to first crush the portcullis and then to breach the repaired gate (that took two rounds, I ruled).

The hobbit emissary deployed his expensive fireworks, which blinded the archers behind them, and prevented more reinforcements from moving up for a couple of rounds.

Then the orcs streamed through the gate, but the dwarf slayer, and some of the other characters, plugged the hole, and could have held that for some time, while I brought up reinforcements.

In hindsight, if I had deployed more orc guards in the beginning, the orc killing would have been harder.

As all the characters I targeted with the Dread Spells had zero Shadow Points, the results were underwhelming (see my notes on changes below).

They shot some arrows at the Gibbet King, and could see they did damage, but ultimately, the Gondorian scholar began heroically to make his way to the King’s cart, and the Dunedaín followed (with a natural 20 athletics roll).

Together, and with a Gift Dice, they pushed the gibbet into the river, and the battle was over, with King Bard arriving to mop up.

Weirdly, they talked about preparing fire arrows before the battle, but never thought of using them against the Gibbet King.

How was the adventure?

We had a ton of fun playing the adventure. There are many great role-playing moments in the adventure, and there are opportunities for many characters to shine. It avoids having outside forces saving the characters, and there is a variety of final outcomes, depending on how well the player’s fare in the final battle, which I really like.
It is a perfect opportunity for the characters to move from being local heroes to gain renown as ‘tier two heroes’ (as per the Player’s Handbook pg 15), and show off their skills. My player’s enjoyed that a lot, it looked like.

I have previously, due to time constraints, not spent enough time tying the characters and their backstories into the adventures and the world, but when I did that effort for this adventure, it really paid off.

This is not an investigation…
As I mentioned, the middle part suffers from being a plot device to ensure that the characters are the only ones who can go to Celduin and defend the bridge. Effectively, the characters are powerless to stop Lockman from succeeding in his plot, and they have little to do – which has any effect on the story – in the aftermath.

It looks like that the possibility of discovering the plot only serves for them to capture Lockman, but that has no effect on the story either , and he dies in his cell in the next adventure, which means it is basically a waste of time for the players.

I think it is quite poor design, but I recognize that it is hard to avoid, if you need the characters to go alone to Celduin and be heroes… I felt like I rushed through that part, in part because I knew it wasn’t the focus of the adventure, and I think my players felt that. On the other hand, you want to avoid getting bogged down in ‘investigation’ if there isn’t any point to it, as that I think would frustrate them more.

Fun encounters
The final three encounters are fun and dramatic. It can clearly develop in different ways, depending on fx whether the troll knocks down the gate.

It does shine through that the adventure was converted from a system that isn’t tactical. It is something that can be fixed, but I need to know things like, how many rounds of movement does it take for the orcs or the troll to get to the gate? And one of the Gibbet King’s abilities doesn’t even have a range to it.

To make it work tactically, and to get the right balance in the encounters, I did many small changes that I describe below.

All in all, 80% of the adventure is some of the most fun we’ve had with Wilderland Adventures.

What did I change:

I changed a lot of small things, particularly on the mechanical side. It is important to keep in mind that I had 5 and 6 players – respectively – for the last two sessions, so I had to increase the difficulty of the encounters.

Part 1-6:

  • As described in the overview of the adventure, I reintroduced Baldor and Belgo to get the group to Dale.
  • I added guests to the Masked Ball to avoid having only plot relevant NPCs there.
  • Lockman’s guards need some stats. I gave them 22 hp, AC 14, +4 on attack rolls and 1d8+2 in damage – but didn’t use them.
  • My players sent the villagers away for safety. Remember that some villagers need to stay behind, for example young women to treat the wounded, for some of the scenes to work.

The Battlefield:

  • IMG_1044
    Here you can see most of the battlefield. 

    An important change – that I didn’t ultimately need – was what the orcs would do, if the group manages to destroy the bridge. According to the adventure, the army will create a ford further up the river.
    There is a number of problems with that:

    • First of all, that would take at least a day, thus pushing the timeline, but the characters only get two extra preparation dice.
    • Secondly, if they could actually do that, the tactically best move for an advancing army is to do that in the first place, instead of trying to take a river crossing held by the enemy.
    • Thirdly, if they actually cross there and arrive behind the characters, the characters are in a much, much weaker position, as the whole reason why they can hold against the army for a while. It would be a winning move, and the characters would basically be doomed.
    • The orc army wouldn’t even need to bother with Celduin, if they could cross elsewhere, but go north to fight the enemy army, invalidating the character’s presence.

The solution for me is that the orcs can’t cross anywhere else, but they can try to bridge the span with wooden logs or planks. There would in effect be a new encounter where the orcs and trolls try to repair the bridge, while being protected by archers and orcs with big shields.

  • I had the original map printed, but I didn’t like it for tactical movement on a grid, and it doesn’t match with the description of the bridge in the adventure. I therefore made my own. The bridge is described as being able to have two riders being able to cross at the same time. The original map has the bridge as 10 feet wide. That only leaves room for one horse. I therefore made the bridge 20 feet wide, also to avoid orcs getting completely bottle-necked.
  • I ruled that the enemy could move up to 300 feet from the gate, before being out in the open.

The Warg Riders:

  • My players placed wooden stakes in the river and on the river bank, which, on top of the preparation dice, damaged warg riders that jumped into the river to get around the tower.
  • I added three additional goblin archers on wolves that stopped on the far side of the bridge to provide covering fire for their allies, as it seemed like a logical choice, as too many warg riders would crowd the bridge.

The Troll

  • Because the troll must move for several combat rounds over open terrain, under fire, I gave it resistance against non-magical weapons.
  • The trolls ability to regain 3D6 hit points as an action is completely pointless if it takes more than 3D6 damage in a combat round, so I made that into a bonus action.
  • I added an actual gate with hit points, when the players decided to fix it before the battle. It would be weird, I think, if it only gave them a preparation dice.

The Gibbet King

  • I introduced the King after maybe six combat rounds. That was simply based on my sense of the battle, and when it was appropriate for him to arrive.
  • I gave the King speed 40. You could go down to 30, if that pacing is better for you.
  • The horses pulling the cart were undead, as that fit the mini I used, but you could also have orcs push it. With live horses, I think my players would have killed the horses, which would complicate things immensely for the Gibbet King…
  • The Gibbet King, has to – in a tactical game – drive all the way down to the gate. If the group has two good ranged focused characters, they can do quite a bit of damage over the rounds it takes him to get there. With just fair rolls, a Wanderer with Foe of the Enemy could without problem deal 10 points of actual damage per round. That could take The Gibbet King below half hit points, before he even reaches the gate.
  • I added 50% hit points, as there were six characters in the battle, and not the standard four.
  • According to the adventure, he makes the iron wheels of the portcullis move, but my players had already disabled the mechanism, so he naturally ripped open the portcullis, and after that the gate. That is also more dramatic, in my view.
  • Dreadful Spells:
    • The spell has no range. I gave it 100 ft.
    • As he needed to open two gates, and attack the characters, I didn’t adhere strictly to the recharge.
    • None of the characters I targeted had any shadow points. That makes it fairly disappointing. Consider adding a small amount of force damage, or necrotic damage, as an additional effect, For example 2d4 or 2d6.
  • Visions of Torment: again, my players had none or 1-3 shadow points. I increased the damage to 2d4.

Wilderland Adventures: A Darkness in the Marshes

I’m running all seven Wilderland Adventures for Adventures in Middle-Earth with my group of 7 players and writing about the experience. You can also read reviews of other AiME products on this blog (and other D&D stuff). These adventure blog-posts are part review and part suggestions for Loremasters on how to run or adjust the adventure, based on my experience of running it. And to provide context for those two things, I will also describe what happened during our play-through of the adventure. Art is copyright Cubicle 7 and pulled from their material.

A Darkness in the Marshes is the first of the adventures in the series that is tightly connected with the storyline of the main bad guy of the seven adventures – the Gibbet King.

Radagast
I really like how Radagast is used in this adventure. I think the blessings he provides should have been used more in the Mirkwood campaign.

In the adventure, the characters are tasked by Radagast to find out what it is that stirs in the west. It is an information gathering mission – not search and destroy (to my player’s later frustration). He sends them to Mountain Hall, a woodmen settlement in the mountains, where the chief knows a lot. From Mountain Hall they can find their way to the old evil fortress Dwimmerhorn and learn something about the evil that threatens the area.

The adventure has a lot of atmosphere, and – as always – the style and mood of the adventure is closely aligned with original Tolkien canon. However, my run of it was not as successful as I had hoped and anticipated. The reasons lie partly with the adventure, partly with my players and partly with me.

On the one hand the adventures is good because the characters can fail to get to the key scene and the information at the end. The problem is, if they fail, the finale of the adventure will be unsatisfying, and you will miss the foreshadowing before the final adventure.

A second problem is mechanical, primarily with the chase system used if the characters are discovered. It didn’t seem to work – at least the way I understood it.

Thirdly, the fortress they have to investigate, appeals differently to more traditional D&D players. There are monsters to kill and human slaves they ought to rescue. Being unable to do those things doesn’t sit well with players who like being heroes, kicking down doors and slaying orcs.

To review the adventures, I intentionally keep fairly close to the adventure as written. For a better play experience, I could have customized it more to accommodate my player’s style.

How it played out:

The adventure took two sessions and a bit. For the first part I had six players and for the last part I only had four. All of them were 5th level.

The adventured started of really well. They meet Radagast and ask most of the questions anticipated in the adventure. They get their answers and are offered the blessing. My players declined a blessing, because they didn’t fear the more mundane dangers much, so they wanted to avoid being noticed by a greater danger.

In the adventure, the group is supposed to be guided by a local scout named Banna. I declined to use her, as my group already has a Wanderer, who has special knowledge of the area they travel in. I wanted him to shine, and the journeys are – so far – more than easy enough. And as far as I can tell, she has no real function in the adventure.

Mountain Hall
The Mountain Hall village has some threads to other plots and adventures you can use in a wider scoped campaign.

They arrive at mountain hall after a couple of unsuccessful journey events with an exhaustion level. As they have a woodman with them, it is fairly easy to gain access and they are led to Hartfast, the chief of the settlement.

The audience with him goes well. The dwarves offer assistance with his goblin problems and with the mining operation – as is noted in the adventure is an option, which is a nice touch – and the adventurers get descent lodgings.

The Dunedaín of the group discovers the goblin saboteurs and with a pretty astonishing amount of natural 20’s all the goblins are quickly killed, the missing guard is found, and the group are accepted as heroes.

The Dunedaín also use his foresight virtue to get a premonition that Magric the Trapper, who was offered as guide to Dwimmerhorn, is going to betray them.

They see the Horn of Warning, meet Magric and move into the marsh. The escaped slave Walar comes running, and they have the encounter with orcs and wolves. I added a couple of wolves to the encounter to make it a bit more challenging.

As they are forewarned of Magric, they are ready for his treachery and quickly slays him. It is weird that there are no stats for him. He isn’t even given – as far as I can see – one of the standard profiles from the LM Guide.

After the encounter we finish the first sessions.

A dungeon! But not quite…

Dwimmerhorn
Dwimmerhorn is an adventuring location with a lot of atmosphere, but you might need a more fleshed out dungeon below.

The characters speak with the escaped slave, Walar, and learns a few things about Dwimmerhorn and they get a rough map of the place.

They decide to all sneak up via the hidden path. After a few failures, and some falling damage, they get to the top. From there they can see the temple and that orcs feed a prisoner to the wargs.

The group is kind of split between those who want to burn down a building and/or help the slaves escape and kill the leader of the orcs, and those who want to simply investigate.

They sneak forward to one of the storage rooms and wait to see what happens. I let Ghor the Despoiler walk from the ruined keep to the temple with a couple of hooded cultists (hoping they will follow). Instead they debate and decide to sneak into the ruined keep to look for information (which isn’t an unreasonable expectation), despite knowing there are human servants in there, but overlooks the risk of a fight that warns all the orcs.

In any case, they fail at sneaking undetected into the keep. When discovered, they again debate what to do: Continue to the keep and defend it and hope the tunnel to the dungeons is there, go to the temple instead and hope for a tunnel down to the dungeons below the fortress or simply escaping over the wall?

They decide to go into the keep. I place a handful of servants in there and they dispatch them and bar the door, while orcs surround the building. This gives them a couple of rounds to search, and as they find nothing, they decide to climb to the top of the ruined keep, jump down to the encircling wall and escape down the cliff, with a few extra arrows being short at them due to the route they took.

Fleeing from Dwimmerhorn we use the chase system in the book, which I can’t see works as intended. My group decides to use the forced march option back to Mountain Hall and they only get one journey event. As far as I can tell, that effectively means they can’t be caught by the orcs (more on this below), and they arrive at Mountain Hall.

As Magric was killed, there is no confrontation at the gate, as scripted in the adventure, and they are let into the settlement, where they can rest.

The adventure concludes with Ghor and some orcs sneaking into the settlement to assassinate them. I added two additional Snaga Trackers (against four characters), but they killed them all fairly easily. Partly, the reason for them handling this encounter easily is that their main melee character is dwarf slayer, which means he fights without armor and has advantage against poison, and both features are big advantages in this fight.

How was the adventure?

The adventure is pretty good overall, but our playthrough was far from optimal, for various reasons.

  • When you put a dungeon in front of my players they want to investigate it. As a game catering to D&D players looking for something different, I think there is a bit of misalignment of expectations between regular D&D players and the location as presented.
  • The chase system doesn’t work, in my view, and fails to bring a sense of danger and pursuit to the adventure. I wanted there to be a real chance that a character had to sacrifice himself to hold off the pursuers, as that would have been epic, but there was zero chance of that.
  • The missing dungeon I had recognized as a problem, but due to time constraints I didn’t add that to the adventure. I should have found a map online and had it with me (more on that below).
  • It is in the spirit of Middle-Earth, but the adventure sets the characters up to eventually be discovered, so they have to flee. The reason is that they want the evil mastermind to vacate the fortress, so the plot can go on. Not every player will enjoy that. It is a bit railroady.
  • We failed to get to the big pay off at the end. We will see how that affects the rest of the campaign.

The betrayer, Magric, seems kind of obvious, but it is in line with the world. He seems fair but feels foul. The adventure has him almost automatically escape. I let them kill him, particularly since the Dunedaín had used an inspiration on his Foresight of the Kindred virtue to foretell his betrayal.

If you’ve had a different experience, I would love to hear about it in the comments!

What would I change/do differently

Make a dungeon

I would definitely have a large dungeon map ready with some detailed locations and monsters for a regular dungeon crawl with pursuers behind them. Or I could have made a couple of events including some dark slimy monsters to meet below the fortress for a more cinematic approach.

dysons
For some cool maps, you could for example go to Dyson’s Dodecahedron.

When my players fled into the keep, I should have let the entrance to the dungeon be there and winged a couple of encounters and let them struggle all the way to a secret underground exit, after which they would have to sneak past sentries posted around the fortress to keep them from escaping.

The chase system needs to be reworked to a greater or lesser extent, unless you wish to avoid a greater risk of character sacrificing herself to slow the pursuers. At the minimum, the characters have to be caught unless they take some action to avoid it.

The chase system

wolves
I think it is quite important you add some actions the pursuing orcs take to catch up to the PC’s. It will make it more dramatic and prompt the players to take counter measures.

As written, the characters get a Lead of 2, if discovered inside the fortress. Each failed roll made to resolve the journey decreases the lead by 1. But, they only get 1D2 journey events. Already, the risk of capture is low. Unless, if I understand it correctly, they get a journey event that requires each character to roll, then the risk increases substantially.

However, if the characters attempt the force march option the lead increases by 2 for each of the two attempts – they don’t all have to make the constitution save.

On top of that, they can attempt to throw off pursuers by eg. Covering their trail. If they succeed they increase the lead, or decrease it, if they fail. If you forced march, the negative consequences outweigh the positives.

To correct it, you can increase the journey events to 1d2+1.

I would also add some proactive actions the orcs take to catch them, which I think would also spur the characters to take countermeasures. If you do that, you might keep the journey events at 1d2-

For example:

  • Wolf scouts are sent to harry them, and they are ambushed, with the wolves targeting any mounts or wounded they might have. It also decreases their lead by 1.
  • The orcs march through the night (effectively also use the forced march option to decrease lead by 2). The characters can hear the howls of the wolves growing closer.
  • The orcs blow horns which summons a patrol from another direction or a flock of crows to watch them.

I should have narrated the chase more, but I didn’t have much to attach it to. They had such a big mechanical lead that it was hard to make it sound dramatic.

Additionally…

I should have had Walar, the escaped slave, hint at that they are keeping something of great importance in the temple. Perhaps the coffin with it arrived and he saw it being brought into the temple? Had they known that they would have investigated it.

great orc
Ghor is CR 5, but a Great Orc is CR4. The main difference is that Ghor has about 20 more hit points and does a little more damage, but great orcs have a massive AC of 20. 5 more than Ghor with AC 15. I think Ghor needs more AC to last through a fight, and perhaps a second special ability to make things interesting.

The final encounter with Ghor was not as close nor as interesting as it could have been. It also has some mechanical silliness. The DC to hear the orcs, while sleeping, with passive perception, is 12. 12! Perception is probably the most common skill in any party. I had them roll with disadvantage instead against DC 15, but most still made it.

As mentioned, I added a couple of Snaga’s, and I boosted Ghor’s AC to 17. But the characters defended a house, and could keep the dwarf slayer in front as the main target, and he is very hard to kill.

Also, would they try to assassinate the characters, when they didn’t see the Chain of Thangorodrim or the Gibbet King?

All in all

I think this can be an epic adventure. It just wasn’t when we played it. The first part ran well with roleplaying that oozed atmosphere and Tolkien-vibes.

But half of my players for the second session wanted action and they wanted to be heroes by killing Ghor, rescuing slaves and perhaps setting the orc barracks on fire. It is a very typical D&D approach, and I’m often like that myself. They were fundamentally not in the mood for ‘information gathering’ and that happens. Sometimes you just want to kick in the door and roll initiative.

If I had added a chase through the dungeon, and spotted the flaws in the chase system, and corrected them, I think the session would have been more memorable (and it would expand the adventure to three sessions).

In a couple of days we move on to the Crossing of Celduin, which I hope will run more to my (and my player’s) expectations.

 

 

Wilderland Adventures: Those Who Tarry No Longer

Adventures-in-Middle-earth-Wilderland-Adventures-cover-900
The previous three adventures are all reviewed on this blog. The first one is here.

I’m running all seven Wilderland Adventures with my group of 7 players. You can also read reviews of other AiME products on this blog (and other D&D stuff). These adventure blog-posts are part review and part suggestions for Loremasters on how to run or adjust the adventure, based on my experience of running it. And to provide context for those two things, I will also describe what happened during the adventure. Art is copyright Cubicle 7 and pulled from their material.

Those Who Tarry No Longer was one of the adventures I really loved when reading it. Unfortunately, it has some issues as an adventure when you run it.

The story involves the characters in protecting an elf noble lady who is going to the White Harbor and into the West. The characters are to deliver her to the High Pass, but unfortunately, the Big Bad Evil Guy wants to destroy her.

The adventure invokes a strong sense of Tolkien and captures the mood of the diminishing world very well.

But, the adventure is very railroaded. It depends on the players how big an issue the railroading is for the group.

My players have bought into the fact that we (more or less) run these seven adventures and nothing else, to reduce my prep time for a period and to check out Adventures in Middle-Earth. Despite that, a few of them were bored with how little actual agency they have on the adventure. Other players just enjoy the ride.

How it played out:

The adventure took 2½ sessions to play, partly because I had a large group for the two first sessions – 6 and 7 respectively.

obama
Sometimes using anachronistic real world reference can be very helpful describing in game experiences. I would be pretty dumb struck meeting this guy…

I – rather ham-handedly – narrated how they had decided to hunt the white stag of Mirkwood, and during the hunt encounter Legolas escorting Lady Irimë. I had to spend some time describing the emotion she instilled to get the players to see, how their characters might react – despite knee jerk murder hobo reactions of scoffing at pansy elves. I both described her in Middle-Earth terms, but I also equated the meeting with how we might react, if we suddenly meet a global celebrity or politician, whom we might not agree with or who’s work we don’t care fork – Beyoncé or Obama for example. You may not care for them, but it would be impossible for most people to blow them off or make fun of them. That seemed to work.

We then had a fun time role-playing the mood of feasting with the elves and travelling with her – where she gives insight of the things long gone.

It works really well that they are travelling through areas the group passed by before in previous adventures. The way she provides new layers of understanding to the history of the Old Ford for example, gave the players a sense of all the things that were forgotten, which they didn’t learn from previous Lore rolls.

After the Old Ford they begin to encounter orcs, which led to the major fight on the hill top, where they are rescued by eagles and brought to an eyrie. The seven characters held off the orcs for eight rounds and with only one character down. Then I brought in the eagles, to not drag it on any longer.

rescue by eagles
A classic Tolkien scene. Too classic?

They laughed a bit at the cliché. But it is very thematic, and the meeting with the eagles afterwards I think was quite cool.

Session 2:

The second session of the adventure began with the players being dropped off by the eagles and settling in to the ruins of Haycombe. They camp and a caught in the dream world when Irimë fights the shadow that attacks her.

Initially, they liked the mystery of being transported to Haycombe and trying to figure out how to get home. We roleplayed in the inn and had fun, but when the master arrives and a fight breaks out, it quickly becomes clear that they have no real options. They can fight until they are forced to surrender, by the threat of burning down the inn. So, they surrendered.

We ended the second session after they had been marched to Dol Guldur.

Session 3:

The final part in the dungeons of Dol Guldur had fine role-playing opportunities, the mood was dark and the dwarves of the group had fun trying to fight their way out (I simply described how their attack ended up in severe beatings). The result was that when one was picked to fight the hill troll, it wasn’t the dwarf slayer – who might have had a chance – and instead it was the Dunedaín warrior, who was killed, and woke up – but I didn’t give him all the shadow points, as it was more a narrative death, to show them what was going on in the real world.

Their wanderer took the place of the boy in the next fight against the hill troll but was only beaten unconscious.

Finally, the shadow comes for the elf, all the characters make their saving throws, and they return to the world, with Irimë alive.

Elrond’s sons then arrive (and it was nice having the Rivendell Guide, to add extra flavor to that part), and Irimë made them Elf Friends.

Irime
The final scene of the adventure. It is cool, but I have a hard time imagining player’s, who have chosen to play Middle-Earth disavowing Irimë or going over to the Enemy, which the adventure is prepared for. The players want to be heroes.

How was the adventure?

It is a very railroaded adventure.

It is also an adventure with a great atmosphere, and there are some really good role-playing scenes in it. The core idea is strong, but the execution has several flaws, in my view. It seems like the author has a story to tell, and the point is to show the players the power and magic of the elves and give them a chance to experience Dol Guldur. It succeeds at that. I think there is a chance the author had something greater in mind but couldn’t fit it within the space he has in the book.

If your players simply want to experience and ‘live’ Middle-Earth and just want to help you tell this cool story, they will most likely enjoy this adventure.

If your players want to have real agency, they are probably not going to like this adventure, unless you change it – a lot.

I think a key issue is the fact that the players can’t see what their objective is, and the mechanical parameters aren’t visible. That means the choices they actually can make which have an impact on the final outcome aren’t clear, which means the players can’t make any meaningful choices (see game designer Sid Meyer’s view on that). They can of course roleplay their character – to some extent – but if their character would flee Haycombe at the first sign of trouble or they have a great plan to avoid being captured, they can’t really execute on it.

An example are the two big battles: the outcome is given for both and in the second case there is little penalty for death. But neither is there any advantage from holding out as long as possible. They might as well just surrender at the beginning, or you can narrate the whole encounter at the inn. It makes no difference.

There is not really any advantage in figuring out what is going on, either. And very little to ‘investigate’, which was my player’s initial approach. They just have to wait for the ride.

In Dol Guldur all their actions help decide the final DC of the saving throw they have to make. But the players don’t know that – although in my case I gave them enough information to their characters that they figured it was a spiritual battle about not giving in. As they did all the right things, the final DC was not hard. Is a single dice roll for each character the best way to resolve the climax? I’m not sure…

What could you change?

It would be a significant amount of work to make the adventure less railroaded. Below I have some ideas as to how players could get more agency within the current framework. I would love to get comments with other ideas.

In the battles against the goblins, I would have Irimë tell them that she will signal the eagles, and that they would have to hold out until they arrive. I would then progressively make each round significantly more difficult, using wolves, archers and perhaps a hill troll at the end. I would also wait with the star light from Irimë’s magical ring, until they came under big pressure. It might also grant them a HD in hit points. If the group fails to hold on for the given number of rounds (it says six in the book), Irimë would be killed, and the Eagles would come and take them all away.

inn fight
Fights in inns should by fun and dynamic. I managed to make it relatively dynamic with foes breaking through the windows, but the group was well barricaded.

The fight at the inn is the biggest problem. I almost think the best solution is to simply narrate it and get on with the story.

You could give inspiration for lasting through both waves at the inn as a reward, but it is still very railroaded. Fighting to let others escape the town is another option, because that would feel like a victory of sorts, but then why would the key NPC’s not be among those who escape?

In Dol Guldur, the DC of the final roll changes depending on what their characters do. Do they tend the dying man? Do they convince the minstrel not to join the Necromancer?

To make a less railroaded version, I would keep the first part of the adventure, and the core idea for the dream and the spirits attack but make it into a (longer) more open adventure, with more freedom, requiring more investigation to figure out what is going on and more proactive means of defeating the spirit. But that is a significant amount of work.

All in all, the mood and role-playing in the adventure is great. But the players are mainly along for the ride. It depends a lot on your players if they would enjoy this. 

Wilderland Adventures: Kinstrife & dark tidings

I’m running all seven Wilderland Adventures with my group of 7 players. You can also read reviews of other AiME products on this blog. These adventure blog-posts are part review and part suggestions for Loremasters on how to run or adjust the adventure, based on my experience of running it. And to provide context for those two things, I will also describe what happened during the adventure. Art is copyright Cubicle 7 and pulled from their material.

I had 4-5 players for this third adventure in the series.

Mirkwood full cover
If you want to run a longer campaign in Middle-Earth, I’ve written about this long campaign – which can be combined with Wilderland Adventures.

Kinstrife & dark tidings is an adventure with a darker mood and more focus on investigation, particularly compared to the second adventure. It has some action in the second half of the adventure. The adventure centres around a murder inside a family and the escape of the murderer – a young conflicted Beorning. Can the characters catch him, and can he redeem himself before Beorn’s judgement?

I think it was a good adventure, with a great atmosphere, but the second half didn’t play out quite as well as I had imagined. It partly depends on the group of course, our engagement on the day, my decisions, time left etc., but it is in the second half I would make a few modifications.

We played it over two and a half sessions. I would probably stretch it to three, and modify it a bit, if I were to run it again.

How it played out

Session 4 & 5:

Beorns home
Visiting Beorn’s home and the role-playing around it was probably my favourite part of the adventure.

We played the introduction to the adventure at the end of session 4. The characters stumble upon a boat with two dead Beorning warriors and discern that it would be the right thing to bring them back to Beorn’s house. They bring the bodies to Beorn and are relatively well received, they participate in the wake for the warriors, the Dunedaín of the group speaks of the ancient heroics of men, and the audience goes well. They are invited for the funeral and tasked with finding the murderer.

They find his tracks along the river, and the wanderer uses his special ability to gain almost magical insight, if he rolls high enough.

He rolls a 23 and I describe how he can see that the footsteps is of a man who has a heavy soul, a soul that weighs him down, and that worked very well. It was very Tolkinesque.

They encounter some travelling dwarves, fail a persuasion check, and learn little. Then they pass the Old Road and reaches a house where the murderer, whom they learn was named Oderic, stayed.

A day later they reach Stonyford, the village where Oderic came from, and they are grudgingly admitted. Here the warden employs his special ability to gain information, and they learn of Oderic’s fosterfather and his foster sister and the circumstances of the murder (as understood by the villagers). They manage to get into the angry foster fathers house and talk sense to him, and they get a good portion of the story from his foster-sister Brunhild, and learn that he was indeed there and took a boat to get across the river.

The group follows and tracks him to a small forest, finding clues and a dead merchant along the way. They find the bandit camp, which Oderic has joined, scout it, and understand that he is a ‘guest under guard’.

When he slips into the forest, and is followed by two guards, they attack the guards. They defeat them, Oderic bursts into the clearing, they invoke Brunhild’s name, he calms down, and that is where I ended the session.

Session 6:

file
I ran the final battle with minis, using the beautiful battle maps that comes with the adventure. I think that was a mistake.

We start the session with confronting Oderic and convincing him to return with the group. With some wrangling and rolling they manage to convince him that the bandits are evil and he reveals that they mean to attack the Beornings.

The group marches quickly to warn Beorn. They encounter a group of bandits on the way out of the woods. They get to the Old Ford, start warning the Beornings about the approaching bandits and get to Beorn’s house. Here they rest while Beorn gathers his troops. The next day they march to face Valter the Bloody and his bandits. The armies meet at the Old Ford, the group break through the shield wall and fights Valter, and slay him, when Beorn comes and finishes the fight. Afterwards they find the mummified head in his pack.

Finally, Oderic gets his sentence, and I thought that had a cool mood. The characters speak for him, and he is sentenced to paying a man’s worth to Brunhilde and afterwards he is to become a ward with one of Beorn’s men, to teach him better ways.

How was the adventure?

The mood was great. The interaction with Beorn worked really well, and the first part of the adventure had a very strong Tolkien atmosphere. The second part presented some challenges to me, partly because of the conversion to D&D 5e.

The investigative part is quite well done. There are multiple versions of what happened in the village, and the great thing is that there is no doubt that Oderic killed his foster-sisters husband (or is there?). Therefore, the players can deal with the motive, which in many ways is more interesting than ¨’who dun it’, and it never leads to a blind end. The success of the investigation is never in doubt, as it doesn’t rely on a dice roll or players asking the right question. That is good design.

Furthermore, both the Wanderer and the Warden really gets to show off their special abilities, such as Ever Watchful, which makes them shine, and I can tell the players enjoy.

I think tracking Oderic and the events along the way also works well and adds to the mood.

Valter the Bloody
Valter the Bloody is actually a cool bad guy. But he doesn’t get much screen time.

When the characters encounter the bandit camp, which was around half-way, things become a little less smooth.

Scouting the camp and getting to Oderic worked ok. But I think there are a few ways I could have made the bandit camp more interesting. I think it is a shame, for example, that the villain, Valter the Bloody, isn’t set up to meet the characters. It can happen, depending on how extracting Oderic happens. It is worth considering not making him an easy target. If he stays within the camp, the characters will have to disguise themselves, or offer themselves up for service to get to him. That could lead to some interesting role-playing and let them understand Valter better.

A couple of weak points

The conclusion of the adventures has a few weaknesses, in my view.

Mainly, Oderic should get more ‘screen time’ before they get back to Beorn. There is a long description of his personality in the adventure, and the different aspects of his persona needs time and space to play out.

There is an option to force march back to Beorn to warn him, which makes sense, but there are no benefits in the adventure for doing so. There are no rewards for that risk (getting exhaustion levels), and it requires DC 15 con saves every day, so it is a gamble.
There is no set timeline with consequences, depending on their speed, and there is no discussion of what Valter does as a response to Oderic escaping/being kidnapped.

In my case the characters achieve the ‘normal outcome’ and has to fight Valter’s forces at the Old Ford, but in reality fighting at a river crossing is a massive disadvantage for the attackers as it restricts their movement.

The way to set up the battle on a grid with minis isn’t really supported either. There are no suggestions in the text on how to run it. It is clear that in the original adventure it is more a ‘story event’. I used minis in two long lines facing each other, where the characters had to break through, and it was ok, but a somewhat wasted opportunity to use the terrain to make it interesting and tactical.

Lastly, Beorn shows up as a bear. It is very thematic, but – and the players were quick to point this out – why didn’t he just show up sooner to decide the outcome of the battle and probably spare the lives of many of his men? I think the underlying premise is that Beorn never openly transforms into a bear, and that is fine, but why show up at the last minute?

What did I or would I change?

My changes were in the second half of the adventure, but in hindsight, I could have added things to Stonyford.

rumours
There are many rumours in Stonyford, which is a great help to the Loremaster. 

The small village Stonyford has an old ruined watchtower. Because it is mentioned half the group went there. I should have made something for them to find. A small dungeon or something. That would have improved the pacing. They would have like a bit of action at this point.

When the group finds Oderic, I added that Oderic had heard Valter speak to some kind of unseen advisor in his tent. I think the mummified head is a bit too vague a clue, so I wanted to underscore that a bit. They’ve not connected the dots yet anyway, and I didn’t expect them to.

I would add more events and opportunity for interaction after Oderic joins the group. He has been built up by stories, but he needs more play time to display his faults and qualities to the characters. It could be that they meet Beornings at the Old Ford who wants to expense justice right away, or simply shames him – how does he react to that? A second combat encounter with his new allies can also reveal his character.

With five characters I also added a second bandit warrior to watch over Oderic, to make the encounter a little tougher. It worked well.

Make a timeline and consequences

I added degrees of success to the Forced March mechanic. Basically, in the final battle, the enemy would have surprise if they didn’t force march, the characters would have a surprise round if they succeeded with one day of forced march, and advantage for 1d4 rounds if they succeeded with two or three days of forced march.

I didn’t have enough time to do this, but I think you could develop more of a timeline with Valter’s actions, after Oderic’s disappearance, and combine that with the forced march rules. You could merge that with a timeline of how many warriors Beorn can gather in a day. The more days Beorn has, the stronger a force he can assemble, and getting the word to him early would become more meaningful.

I have paid to have the battle maps printed, but in the situation, I should have either: improvised my own map to manage the design of the terrain, or run the battle as a story. In my experience the story method works well, because the miniatures doesn’t really capture the chaos of battle well. That way you can also add bits of narrative events for each character in between.

All in all, it was a good adventure with a good atmosphere. But with a little effort the second half could be made more dramatic and interesting. 

Last week I ran Eaves of Mirkwood combined with a home brew adventure for a side quest. Will write about it soon. Next time we will begin Those who tarry no longer, which I really look forward to.

Happy Easter and happy gaming!

/Rasmus

 

 

Wilderland Adventures: Of Leaves and Stewed Hobbits

I’m running all seven Wilderland Adventures with my group of 7 players. You can also read reviews of other AiME products on this blog. These adventure blog-posts are part review and part suggestions for Loremasters on how to run or adjust the adventure, based on my experience of running it. And to provide context for those two things, I will also describe what happened during the adventure. Art is copyright Cubicle 7 and pulled from their material. 

Mirkwood full cover
If you are interested in running a longer campaign, fx to follow-up on Wilderland Adventures, this campaign is excellent, which I wrote about here: Mirkwood Review

Our second adventure had 5-6 players present for the two sessions. The group includes a dunedaìn warrior, a men of minas tirith scholar, a hobbit treasure hunter, a hobbit warrior, a woodman wanderer, a dwarf slayer and a dwarf warden (two cousins).

Of Leaves and Stewed Hobbits is a relatively light-hearted adventure which has a tone closer to the Hobbit than to the Lord of the Rings. The adventure is a rescue mission. A hobbit couple have opened the Easterly Inn, close to the Forest Gate of Mirkwood. The brother of the proprietor, Dindy, was sent back to the Shire, to purchase supplies, but his small caravan is running late. The characters are sent to get him, if he is in trouble.

How it played out

Session 3

We had completed the arrival to the Easternly Inn in session 2, had a Fellowship phase, and played through the hook of the adventure. That meant we were ready for the journey when we sat down for session 3.

Easterly inn
The Easterly Inn is a nice warm inn with some fun NPC’s. A good place for a Sanctuary.

The journey itself was relatively uneventful. They got shelter from a thunderstorm, was blessed by a wandering Saruman and avoided a warg lair. They pass the Old Ford and go up to the foothills of the Misty Mountains.

The first scripted encounter was in the ruins of Haycombe, and old mannish town. When they spend the night, a shade captured the sleeping hobbit treasure hunter, but was then discovered by the dwarf warden on watch, and they defeated the shade. The caught hobbit found himself captured in the mud of a nearby riverbed, but wrestled free, and later found the treasure of the shade.

Up in the pass they come upon the caravan at an old ringfort. The caravan is beset by goblins and orcs, and they help defend it. They fight heroically, and only the scholar goes down in the final round of combat. At the end Dindy is kidnapped by the goblins and dragged off into the mountain.

Session 4

We begin the session by having a short rest, before pursuing the goblins into the caves. I do the goblin song, as best I can, and then they have a harrowing trip through the dark. They get a little lost, but avoid any serious encounters, before they find the goblin hideout.

They sneak up on the drunk guards, kill them, and find Dindy peeling potatoes. They help him out, kill the next guards, sneak down to the stored alcohol and spike the drinks of the goblins.

They get roaring drunk, and, disguised as goblins, the two hobbits steal the key to Dindy’s manacles, as well as the goblin chief’s silver mug. Then they rescue Dindy, and travel home to the Easterly Inn.

Note: As the goblin cave only took a couple of hours, we started on the next adventure during the session.

How was the adventure?

It was a very fun, dramatic and entertaining adventure. The mood is very close to the style of the Hobbit, and it seemed like my players enjoyed it a lot. They particularly noticed that the encounters are very well thought through and serve a purpose.

I think it is a well-paced adventure, with a natural climax in both parts of the adventure.

The defense of the caravan is classic Tolkien and is the first climax of the story. The second climax is the rescue of Dindy. You could argue that there is a difference in mood and tone between part one and two that might throw some people off a bit.

Udklip
I used a napkin as a prop playing the drunk, pompous goblin chieftain. Great fun!

The wicked light-heartedness of the goblin caves was a point where I think the players really felt they were playing in Tolkien’s world.

The goblin song is quite clever, as it really sets the tone for the second part of the adventure, because it is different from the serious battle defending the caravan. Dindy and the goblins were very fun to role-play, and all in all, we had a great time.

The total play time was probably around 6 hours. So, a little under two whole sessions.

My biggest disappointment was that the ringfort wasn’t among the colour maps for the adventure. I don’t understand why it wasn’t included, as it is such a tactical encounter.

The goblin cave worked well overall. The treasure hunter was puzzled, though, when I told him he was unable to pick the lock on the chains. Dindy has obviously been placed at the entrance of the cave for the setup of the adventure to work smoothly, even if it isn’t entirely logical. I could have let him roll, but if he rolled a natural 20, it would also have been disappointing when he still would fail.

Running the adventure

What did I change, or should I have changed?

Not much.

I used the Rhovanion Region Guide to flesh out the stop at the Old Ford. That gave a bit of colour.

The battle at the ringfort was the only place, where I had to revise things on the fly. The One Ring, which was the original system, is more story focused, compared to D&D, and my D&D players, who are more tactical, needed a slightly different approach.

ringfort
Defense against overwhelming numbers is classic Tolkien. 

My player’s expect more information to defend their position in the best way possible. They expect an number of opponents and an exact range they could begin firing at , to reduce their hit points as much as possible. That is very reasonable, as several players have made ‘ranged builds’, and it would be unfair to them, not to let them gain an advantage from that focus, to reduce the danger of the encounter. But the encounter isn’t built for that, so I added a couple of orcs for balance.

I had also given the dunedaìn player a premonition of this battle (due to the Foresight of Kindred virtue), and he guessed that goblins would be coming from the side. Even without hints, your players might plan for guarding the flanks. But in the adventure the goblins just suddenly appear. The character on guard did perception checks to spot them, and I had to add how many rounds they would need to climb the hillside (3 I think it was), and I added an extra goblin, as I expected a couple to die on the way up.

The adventure says that the leader attacks after the first orc soldier goes down. But that is too soon. The orcs had a hard time getting past the entry point, so the leader and a couple of extra orcs came when most of the first wave was gone.

I had planned on having the players run the NPCs against a smaller group of orcs, but time was against me, and I discarded that idea. I do think it would have made the battle even more interesting, as they characters might have needed to reinforce a failing second front. It also often creates a closer connection to the NPCs if the player’s have run them in combat.

Tricky Night-Wight encounter

The encounter with the Night-Wight could be tricky for smaller groups. There is a risk of a TPK. The shade has about 50% chance to sneak in and kidnap characters. With four players there is a real chance that it will get two or even three players. If one or two characters face this shade at level 2, they could easily get killed, before the other characters awake and break free.

With six players it wasn’t a big risk for me. But watch out, if you have a small group!

Random events/encounters
The journey events worked well (again). I really love that system.

They also added six potential random events for the journey under the mountain, and I didn’t need any of them, when I followed the adventure.

In hindsight, I should have used one or two.

There were two challenges though: the characters were already under a lot of pressure (they only got a short rest at the ringfort) and the journey itself caused 1 exhaustion level for the two scouts of the group.

Furthermore, the events are quite dangerous and damaging.

I should have reduced the consequences of the encounters, and had them run into a couple.

All in all, a very entertaining adventure, and I can’t wait to run the next session tomorrow!

Wilderland Adventures – a new campaign and a review (sort of)

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.

Adventures-in-Middle-earth-Wilderland-Adventures-cover-900
The cover of the adventure. A classic desperate stand in Middle-Earth, and the characters will have plenty of opportunity to try it. 

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!

TFW05loading

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.

npc mannerism
An example of help for the Loremaster.

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.