I will keep an eye out for the non-fancy version.zedturtle wrote:I will probably have a non-fancy version of it done-ish by the end of the weekend... the denouement might need to be your best judgement, but I think we'll have the journey and the fight in place. I will say that I'm still a bit uncertain about the composition of the battle scene; I'm thinking about adding an archer to the bad guys to make it a bit more complex, but getting "tough, but fair" worked out is the hard bit.
You are probably right. Our group took 2 sessions to complete this adventure, but, it really could be done in one. I hadn't considered it for that reason, but, I liked it.nazgul_2000 wrote:I agree that you likely won't finish Words of the Wise in four hours with new players. Why not the original first time adventure, the Marsh Bell? That seems to have everything you are looking for (except for the big battle - unless you want to run it with the endless supply of Mewlips).
We lost a PC here! He wasn't able to "escape" the combat he decided to engage in (the rest of us were running for and trying to climb, the rope), and then I feel like he failed at climbing too, so was overwhelmed.NIÑO wrote:Hiyas:
I'm sorry to say that one of my groups got overwhelmed by mewlips! Almost 100% TPK.
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That's awesome! Crazy lucky treasure rolls. I will take a look at your scenario.Hermes Serpent wrote:I just ran a Return to the Marsh Bell for a 3 player group. They've already been there, fought the Mewlips and rescued the dwarves and saw the treasure. Now after they had some other adventures under their belts they wanted to go back for the loot. They recruited some Lake-town boatmen to transport the treasure and avoid travel fatigue by using boats.
On arriving at the old city they cautiously approached and descended into the underground lair. I had a fight with about a dozen Mewlips at the door to the treasure room and then had the Mewlips run away as a Wood-wight came through into the room. That was a tough fight and when they rummaged through the haul they rolled two Gandalfs and a Eye in three rolls. What was funnier was that prior to the third roll one of the other players said "Go on, roll an Eye" which promptly arrived on cue.
I've run several con games using my Dwarven Hopes scenarios around Moria. You can find them via the link in my sig line.
I like the idea...too bad I don't speak French.Yusei wrote:I have written a short adventure called "King Under the Mountain", and played it in 3.5 hours, but I can't seem to find the thread I created at the time. Maybe it was in the old forums. If you speak french, there is a fully written version here: http://www.sden.org/IMG/pdf/roi_sous_la_montagne-2.pdf
Actually, some of you may remember. In the old forums, someone had re-skinned TOR for a Zombie Apocalypse. I put together a pre-written two-session adventure set in a Zombie Apocalypse. And, I of course reduced all the player's Hope (one player was 1-2 Hope points from being Miserable, and yes, he DID have a bout of madness!).Falenthal wrote:Apart from the adventure you choose, one thing you have to consider for a one-shot is reducing the number of Hope points for the characters. Maybe starting with a maximum of 3 or 4 might show that it's a finite resource. And maybe don't use the Fellowhip Pool Hope.
That was fun.
I hadn't thought about Eye rules... will definitely have to add that. If I run the Marsh Bell, maybe instead of having the treasure room full of Mewlips, I'll instead have it "seem" to be empty. If any of the players roll a Gandalf or an Eye, sure they'll find a treasure... and all the Mewlips' eyes in the room will suddenly open!Hermes Serpent wrote:That's true, I always load up my pregens with loss of Hope and maybe some Shadow points so the folks can see all the mechanisms in action. Now with Rivendell out I'd probably slip in the Eye Awareness score and the Treasure rules as well.