tomfish wrote:I had my players run in a couple of contests, as they had befriended a Beorning traveller who asked them to represent his family in the Trials. I made a slight adaptation to the adventure, saying that anyone was free to participate but had to do so in the name of one Beorning family, as I did not want the players to really win the Sickle for themselves in the end and felt that Beornings would not allow that to leave their clans.
As mentioned earlier, I really like this idea and I think I'll introduce it as an option in the write-up.
The Trials were fun, and I believe my players would have liked to run more of them. The only issue I had is that winning a Trial does not really have an influence on the rest of the Adventure. I know it is by design, but I should have weaved more the consequence of winning at least one trial (which one player did - Torch Race) into the rest of the story but failed to do that properly on the spot.
Hmm... I'm thinking that I should work on this. In my playtest run, I used the fact that three out of the four players had won a trial as a motivation... they wanted the Sickle back, so that they could be officially be rewarded it. Maybe I'll go that route or something else.
I also decided that the one-dice-roll Trials (TN 20) could be made into two or three dice rolls with lower TN as it is a good way to build pressure. Ideally to make each trial personified and "visual" you need to come up with a short name & description for a major opponent (which I did not), maybe this could be embedded into the adventure but at the cost of space...
Yep, I'm making both of those official changes, here's a page of the new version that has the personal opponents called out:
This may be the part I struggled the most with. Maybe that was because my young players were not so sure what to do, if they were expected to take a leading role on the interrogations or not. I felt that without some kind of pressure on their shoulders (like for instance meeting first with Ava who trusts them with the investigation of the theft, or them being suspected) new players may hesitate to step in and meddle with what appear to be purely internal Beorning affairs, especially if none of the player is from that region (which was our case).
Gotcha. I will work on this. My players instantly jumped on this (and instantly suspected Rathwulf), so there needs to be a little tweaking there.
But I somehow railroaded my players into the Encounters, and had Ava intervene to have Rathwulf confess the crime. It is not very clear also why Rathwulf remains on the scene and does not run away or hide. It would feel more natural that the company & Ava is alerted maybe by Ethal (who found the killed goblin), discovers Torbald unconscious in the tent and slowly makes the puzzle pieces up to Rathwulf, who is key to understand that Viglundings stole the Sickle and not goblins, and reveal the Falrock location.
So, I'm not yet completely sure how to make it right but I assume a new LM may need further guidance into this to make it "right".
Hmmm. As mentioned, I intended that Rathwulf be misdirecting the heroes, but I will either need to spell that out a little more or change it up.
The Chase
This was good and straightforward, and I was hoping to have an Eye on the Travel roll to add a little bit of spice, which we had. I improvised an encounter with a large pack of wolves but the Hunter spotted tracks early enough so they could avoid direct confrontation.
Good deal. I'll expand out and maybe use this as an example Hazard and how to deal with it.
The Viglunding Thieves.
This was really the highlight of the night, as the Falrock setting is evocative (for me) of some sort of treasure island defended by unsuspecting pirates. My players had a blast playing a sort of intrusion, taking down a couple of thieves (but sparing their lives as they realized they were thralls), overhearing conversations about Jarl coming to pick up the Sickle in the night, setting up an ambush, having Jarl run away to his horse and being tackled into the river before fleeing. That was really memorable and fun, my kids loved it ! I especially like my son's quote 'These are Men after all, I resent killing them."
Excellent stuff. And your son seems to be right on the money about the Viglunders.
Overall
A great time, especially with the epic conclusion. It fits well with a 3.5 - 4 hr slot which is ideal for conventions or for new players who want to test the system. To make it perfect, some fine tuning on the interrogation phase could be done and the motivations of each NPC made clearer, but this is minor and I'd like to thank you again Zed for providing me & my kids an excellent time together.
Very nice!
Hoping this is useful feedback for you!
Tom
Extraordinarily so. This is the exact sort of feedback that helps make things better. Thank you!