My campaign is taking the company through Mirkwood via the Old Forest Road.
In the scenario, the heroes are being pursued by a party of Easterlings who are trying to recover something in the heroes' possession. Long story short, the only hope for the heroes is to distance their pursuers through the forest, which will be interesting in and of itself because we'll get to play the pursuit and forced march rules.
Besides the pursuit aspect, I want to establish Mirkwood as a very hostile territory. Since a crucial, later scenario will see the company return to the heart of the forest, I want to make this first trip memorable (or make the players they wish they could forget it!
![Laughing :lol:](images/smilies/icon_lol.gif)
I have a few ideas for encounters and small episodes but I would like some input as to how to make the trek through the forest seem endless. I am looking for narrative and LM strategies to convey the sense of a very, very long trek although I don't want to go overboard and bore the players out of their minds.
Here is my plan right now; I appreciate any input.
(1) Narrative/GM strategies
- I am planning on being quite repetitive in my description of landscapes and the overall travel structure (get up, eat stale bread and hard cheese, walk all day in the dark, sleep poorly, repeat).
- I will also ask the players to describe their tasks and travel order often. Their responses should be the same so that should reinforce the repetitive nature of the voyage.
- Additionally, the succession of travel rolls, awareness tests, and pursuit tests will also play to my advantage.
- Kill some characters off? (the company has spare NPCs).
- What else would you do?
(2) The themes I am going to highlight are the following:
- No food and no water: The heroes are going hungry and thirsty and must past corruption tests not to eat the company's last provisions. They must find the old way stations along the forest road to refill theirs water skins (as a LM, I decided that every way station along the Forest Road had a well; some may have collapsed; some may be dry; some may be watched).
- No hope: the characters turn on one another for insignificant matters; they spend whole days not talking. Fellowship pool does not replenish.
- No light: Characters other than Dwarves and Mirkwood Elves are feeling depressed from not seeing the light and lose one point of hope every time they fail a travel roll beyond the second week (they will have the opportunity to recover those points once they exit the forest).
- No rest: The many dangers that lurk in the woods and the threat of the Easterlings catching up with the company should keep the players on their toes. The characters get little sleep and are plagued with nightmares. The characters are weary and may have to abandon some equipment to lighten their load.
(3) I am also going to have the players play through the following episodes:
- The company is ambushed by spiders or goblins at a well/watering hole.
- Spiders herd the characters by directing them to an undefendable place or separating them.
- Spiders pick out the scout of the company or stragglers (think Predator). The lookout disappears during his/her watch and the company must find them.
- Characters look for the Beacon tower or the Refuge to rest but cannot find those places. They get lost, or get injured in falls, etc.
- When the characters rest in the Beacon Tower they discover the truth behind the fall of the tower and don't get much rest.
Any other ideas?
Since it will take weeks for the characters to cross Mirkwood, I'd like to spend at least 6-8 hours of game time on the trek. Would you shoot for longer? How would you keep your player engaged all along?
The characters are all novice adventurers. Including NPC's there are 7 characters in the company.
Thanks, all.