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Reaching the Eyrie

Posted: Fri Jun 13, 2014 6:58 pm
by Heilemann
My players are about to reach the Eyrie, but I feel like they need one final challenge before they get there. Taking suggestions here:

Re: Reaching the Eyrie

Posted: Fri Jun 13, 2014 7:24 pm
by beckett
Heilemann wrote:My players are about to reach the Eyrie, but I feel like they need one final challenge before they get there. Taking suggestions here:
Perhaps they are waylaid by outlaws or they have to assist a Beorning settlement or patrol in repelling these outlaws. These could be Valter the Bloody's men. This could set up a future confrontation with Valter and his band if you want to foreshadow the Kinstrife & Dark Tidings adventure found in Tales from Wilderland.

Re: Reaching the Eyrie

Posted: Fri Jun 13, 2014 7:44 pm
by Glorelendil
Give them a chance to make a difficult choice (perhaps Treasure vs. "doing the right thing") that, unbeknownst to them at the time, will impact their dealings with the Eagles.

Re: Reaching the Eyrie

Posted: Fri Jun 13, 2014 8:34 pm
by Beran
Heilemann wrote:...but I feel like they need one final challenge before they get there.
How about the climb. Then there is excuting the proper courtesy so as not to offend them, and end up either dropped from height or left on rock outcrop.

Re: Reaching the Eyrie

Posted: Sat Jun 14, 2014 12:33 pm
by Arthadan
It's supposed to be so high that nobody cam climb up there (otherwise orc attacks would be constant). So I think the challenge could be what can they do to catch the Eagles attention and be admited to the Eyrie.

Re: Reaching the Eyrie

Posted: Sat Jun 14, 2014 2:55 pm
by Heilemann
I like foreshadowing Valter's presence, as we're going to go into Kinstrife after the fellowship phase.

But how about the climb. Anyone have a good system for running that? Some extended Athletics rolls I guess, but with what penalties?

Re: Reaching the Eyrie

Posted: Sat Jun 14, 2014 5:18 pm
by Sprigg
Perhaps extended athletics tests, and for every set of tests (or maybe every test, or a certain increment of game time) you roll for hazards (rockslides, loose footing or handholds, mud, sudden storms, dangerous wildlife, etc). Perhaps throw in a Travel-esque roll to determine how taxing the climb is?

Re: Reaching the Eyrie

Posted: Sat Jun 14, 2014 11:25 pm
by Heilemann
Yeah, I went with the Athletics tests, until we found out that not all the players even have Athletics. I relented and asked for an Explore test, let them take the back way and just called for a Travel check. We finished it, yay! Six sessions of about four hours it took.

Re: Reaching the Eyrie

Posted: Sun Jun 15, 2014 2:00 am
by Rich H
Heilemann wrote:We finished it, yay! Six sessions of about four hours it took.
Sounds about right; it's meant to be an epic journey and the players, as well as characters, should feel like they've been on one.