Yeah, I think it's been a really good adventure, too. My players have greatly enjoyed it, I think, though I think most of them know they're in some sort of dream-state (I've given a number of hints). I wish I'd introduced Irime earlier like you guys did.Bram Corolev wrote:I'm honestly not sure why so many groups have problems with this adventure. I introduced Irime early in the campaign the first time they visited Thranduil's halls. They were familiar with her and at least one of the companions had a crush on her. Later, we usually have music playing in the background while we play and I subtlety made the eagle rescue match up to Horner's ROTK soundtrack of when the eagles appear for the rescue at the end of the movie. You could have cut the tension with a knife. Finally, I made it obvious to the players that they were in a dream sequence by speeding up the narrative. The hobbit alone avoided capture by the easterlings and the story shaped to him being solely responsible for their survival buy smuggling food and water into the slave train.zedturtle wrote:Those Who Tarry No Longer
[ There are some among us who would say, do not run this at all. I would say that it is your choice, but tread carefully, for the paths are treacherous and 'it was all a dream' is rarely well-received. ]
I introduced Irimë in the Elven-King's halls back in the first adventure... you might do the same. It helps explain why she might be willing to put her (incredibly incomprehensibly long) life in the hands of these adventurers. I might adjust the table on page 68 to be a total of all three adventurers, but I'm a big softie.
I would have the Orc attack drive them to the Ruins (this is the GK's plan) and skip the Eagles entirely. This also removes one of the two hopeless fights... or at least redirects it into a plan of action from the PCs ("quick, let's run into this spooky abandoned place, they'll never follow us!").
Have Irimë invite them into the dream, and ask for their aid as the GK assaults her. Make sure the players know that it's a dream sequence, use fast cuts to imply lots of time passing... this is one time where the intention of the adventure is to make the heroes feel doomed. Hopefully your players will be strong enough into the game that they will not deny her and mayhap she will gain a victory.
Of the entire Tales of Wilderland campaign we played, this adventure was what made my players buy in. When we wrapped up the adventure they were exhausted but also determined to seek out this new danger and protect Wilderland.
Nice use of music, Bram. But Howard Shore did the music, not James Horner.
On Friday night we'll be concluding it, so we'll see how they react at that point.