[Adventure] Building The Heart of Winter

Adventure in the world of J.R.R. Tolkien’s The Lord of the Rings. Learn more at our website: http://www.cubicle7.co.uk/our-games/the-one-ring/
Blubbo Baggins
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Re: [Adventure] Building The Heart of Winter

Post by Blubbo Baggins » Mon Apr 18, 2016 3:11 pm

Trust me guys, you will love the rest, it really builds up...this is an adventure in the quality level of the best from Tales from Wilderland.

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Indur Dawndeath
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Re: [Adventure] Building The Heart of Winter

Post by Indur Dawndeath » Tue Apr 19, 2016 12:35 pm

Hi Zed,
Very nice build up. Looking forward to the remining chapters!
My group has not met Black Tom and Mab the Spinner yet, so this is really good timing.
However Viglar is an adversary, so that part require rework or disguise. Looking forward to see how you set it up.

Nice background story from Mab to the players. Feels right for the setting.

I have failed to incorporate natural spirits in my game. The River Maidens are there, but there is no real interaction with them, so this Mountain's daughter sounds like a great way to get the natural world into play.

Bring it on!
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zedturtle
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Re: [Adventure] Building The Heart of Winter

Post by zedturtle » Tue Apr 19, 2016 1:57 pm

Blubbo Baggins wrote:Trust me guys, you will love the rest, it really builds up...this is an adventure in the quality level of the best from Tales from Wilderland.
Eep! That's going to be tough praise to live up to...


- - -

@Indur:

Viglar is still very much in an adversarial role, and the heroes being known to him won't hurt the story at all.
Last edited by zedturtle on Sat Jun 04, 2016 3:17 pm, edited 1 time in total.
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zedturtle
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Re: [Adventure] Building The Heart of Winter

Post by zedturtle » Sat Apr 23, 2016 11:02 pm

Okay, I'm rebuilding Chapter 6, because right now it's huge... I might even make three different chapters (one from the point of view from the heroes if they don't travel with the Viglundings, one if they do, and one that covers the stead itself, since there's a lot going on there).

So to keep things moving, here's a rough draft of Chapter 7: The North Ford
  • A motley collection of outbuildings crowd against an earthen wall that guards the Ford itself. On top of the wall is a wooden stockade, broken in only one place where surly guards in sodden furs wait to collect a toll. For once, it is not snowing, but a bitterly cold wind blows from the west, dispersing the few tendrils of smoke that come up from the buildings inside the wall. Outside the wall, a few thralls move about on errands, but most people are huddled within the buildings.

    In order to pass the stockade, each hero must pay a silver penny (this expense is not a burden to Prosperous or Rich heroes). If the companions think to mention Viglar, this fee is waived.

    Fire!

    As the heroes enter into the North Ford proper, they chance to pass by a building where the smoke coming out of the chimney is thicker than normal. Suddenly, a kitchen thrall runs out of the building… she dropped a pot and embers from the cook-fire have caught onto the building proper! The heroes must help her put it out before her master returns and before it destroys the building. The kitchen thrall’s name is Sidha, her owner is called Thuron.

    To fight the fire, the heroes must make three skill tests. The first skill test is at TN 14, the second is TN 16, and the final one is TN 18. While fighting the fire, each hero takes two points of Endurance damage for each test. Heroes can use Athletics to fight the fire directly, Craft to construct fire-breaks around the building or identify structure supports that must be defended, or Inspire or Persuade in order to keep onlookers calm.

    Each round, count the number of successes (a Great success counts as two, an Extraordinary as three) versus the number of failures. If the number of successes earned exceed the number of failures, count the round as a Success. If they don’t, count it as a Failure. Once the three rounds have been completed, Thuron arrives… his treatment of Sidha and the companions is based on the total number of Successes or Failures they earned:

    Three Failures: The building is destroyed and surrounding buildings have been damaged. One hero (whoever was most in the thick of the fire) is Wounded. Enraged, Thuron executes Sidha on the spot, before the heroes can even recover from their efforts. Each companion gains 2 Shadow as a witness to this deed.

    Two Failures: The building is destroyed, but surrounding buildings are mostly unharmed. Choose one hero (whoever was most in the thick of the fire) to become temporarily Weary until they have had a prolonged rest. Sidha is whipped in front of the heroes, and each gains 1 Shadow from the experience.

    One Failure: The building is damaged, but not destroyed. Surrounding buildings are unharmed. Thuron thanks the heroes and will commend them to Viglar (see The Interview, below). He still whips Sidha for her lapse in front of the heroes and they gain 1 Shadow from witnessing the brutal punishment.

    Three Successes: The heroes actions mean that the building suffered only minimal damage. Sidha will be punished in private, and Thuron will commend these brave folk to Viglar (see The Interview, below).

    The Interview

    Viglar holds court in one of the few stone buildings of the North Ford. The room is poorly lit and reeks of ale. With him is a white-haired man (Trahearn), an advisor on loan from his father, and Alchred, a servant that waits on him with alcohol ever to-hand.

    Preliminary Rolls:

    If the heroes have been commended to Viglar (either by their fire-fighting skills or other actions), they will begin this Encounter with one bonus dice that is held in common by the Company. Heroes may still make preliminary Insight rolls, and may learn more information when they achieve success (in addition to the bonus dice):
    • Viglar is in his cups (again). Bold action might serve, but timing will be critical.
    • Trahearn seems to have considerable influence, and directs the flow of conversation.
    • Alchred seems to have little love for Viglar.
    • Courtesy or Riddle is needed for Introductions, but Awe can be used afterwards (Awe is TN 18 for Introduction and TN 14 afterwards).
    • Convincing Trahearn is key… he’ll respond best to Riddle (TN 14), but Courtesy and Persuade are acceptable too (TN 16).
    • Every once in a while, Viglar will call for Saviga. There’s no one here by that name.
    • Saviga is not a person’s name… it’s the sort of name you’d use for an animal, like a dog or other pet.

    Setting Tolerance:

    Viglar is looking for warriors, so use the highest Valour of the company. Reduce this by one if there are any dwarves or elves in the party… Viglar is not sure if he can trust such folk.

    The Encounter:

    Viglar will ask the heroes if they wish to join him in a mission to the Sceadudene. He’s reluctant to talk about the exact nature of the mission, but does indicate that it is a show of force and that the heroes are expected to look tough but fighting is unlikely. Trahearn is a little less likely to make that promise, though he will say that if everything works out, then there is no need for bloodshed. Timing is of the essence, he must leave tomorrow to arrive in time for his mission to succeed.

    Trahearn will ask the heroes about the experience and their aptitudes in the arts of war. However, even if he makes the heroes stumble over themselves, he doesn’t seem inclined to turn them away.

    Outcome:

    Count the number of successes that the heroes achieved and compare it to the following table.

    0-1: Viglar is not impressed with the heroes, but he has need of soldiers. They may join the patrol (but will be poorly treated, see Chapter 8).
    2-4: Viglar will hire the heroes to be part of the patrol. They will be respected members of the unit (see Chapter 8).
    5-6: Viglar is impressed with the heroes. He’ll make them part of his personal guard, over the objections of Trahearn. They will go directly to Black Tom’s stead (as members of a larger travelling group, do not make Fatigue tests for the heroes, instead they gain 3 Fatigue automatically due to the extreme weather. They will be under the command of Guthwin, see Chapter 6 for more details).
    7+: Trahearn is impressed by the company. He agrees to them becoming part of Viglar’s personal guard and promises to introduce them to Black Tom himself. Use the same rules for travelling as above. (The heroes are still under the command of Guthwin, see Chapter 6 for more details).

    <INSET>
    Alchred and the heroes:

    If your group has played Theft of the Moon, and somehow the thralls were successful in stealing the Sickle or were otherwise returned to the Viglundings, Alchred is one of those thralls. His attitude towards the heroes is dependent on his previous experience... if his family was saved by the heroes (perhaps by crafting a false Sickle that was so good that Viglund would believe that Alchred had been fooled by the duplicate) then he'll be amenable to helping them. If his family died because of the heroes actions, he'll be much less friendly. In any case, he does not reveal his knowledge of the heroes to either Viglar or Trahearn, at least not now.
    </INSET>
Last edited by zedturtle on Mon May 16, 2016 2:18 am, edited 1 time in total.
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Mando
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Re: [Adventure] Building The Heart of Winter

Post by Mando » Mon Apr 25, 2016 7:32 pm

Giving Shadow points for failing at fire fighting seems a bit strange to me. Especially since the attempt is made to help a stranger in the first place.
Anyway the idea of the fire is great, as opener for the meeting with Viglar.

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zedturtle
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Re: [Adventure] Building The Heart of Winter

Post by zedturtle » Mon Apr 25, 2016 7:37 pm

It's not for failing at fire-fighting so much as the brutal treatment/execution of a person they were trying to help as best they could.

What does everyone think? Is that too heavy handed?
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Blubbo Baggins
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Re: [Adventure] Building The Heart of Winter

Post by Blubbo Baggins » Mon Apr 25, 2016 8:03 pm

In all the games you've LM'd Zed, how many Bouts of Madness have you seen due to someone being Miserable, being due to having Hope equal Shadow?

In all the years I've played this game, it happened once, to a Dwarf PC of mine who had 6 Shadow due to that nifty "Stiff Neck" ability.

My point is, 1-2 points of Shadow to see someone being mistreated or people dying in a fire you were trying to stop (even if they are strangers) is not too much.

I argue that Shadow should be a little more prevalent in general, because that not only makes spending Hope a bigger decision, but seems to fit the feel of Middle Earth better. When you lose Shadow, it will be a bigger deal. Going to a haven like Rivendell and Lorien is suddenly really significant. Instead of, "ah, I'll just ignore this Shadow for now."

Note: this is coming from a player who likes to spend Hope as if it's getting a piece of chewing gum.

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Rich H
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Re: [Adventure] Building The Heart of Winter

Post by Rich H » Mon Apr 25, 2016 8:40 pm

zedturtle wrote:It's not for failing at fire-fighting so much as the brutal treatment/execution of a person they were trying to help as best they could.

What does everyone think? Is that too heavy handed?
No, I think it's fine. Accruing Shadow for witnessing harrowing events is totally fitting for the game and in keeping with the rules and the source material. I actually think it isn't used often enough, to be honest.

Someone's Shadow score isn't a measure of them 'failing' at the game or playing a character 'wrong'; it's just the emotional and spriritual wear and tear that a player-hero experiences. Some people/groups forget this for some reason.
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Falenthal
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Re: [Adventure] Building The Heart of Winter

Post by Falenthal » Mon Apr 25, 2016 9:35 pm

Agreed with Blubo and Rich that Shadow points are probably too few in most games. I, for one, think that my adventures have too few of them. As LM I can't shake sometimes the idea that Shadow points are a punishment for the players, even when I know it's not.
When I look at the adventures from Tales from Wilderland, there aren't too many Shadow points there if the players don't do evil things.
But take a look at The Marsh Bell, which is designed for a starting group by the creator of the game: count how many times Shadow points can be gained and compare it to other adventures. Not every adventure takes the group to a blighted place, but it should be a measure not to be afraid to give (or risk giving) Shadow points.

As Blublo said, it makes spending Hope and losing Shadow much more interesting. So, in the end, the gameplay tension and experience might improve.

Of course, I agree with giving a Shadow point for beholding brutality.

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zedturtle
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Re: [Adventure] Building The Heart of Winter

Post by zedturtle » Mon Apr 25, 2016 10:45 pm

BB: Assuming your question isn't rhetorical, we've had Norori of Erebor suffer two bouts of madness, Brannock of the Woodmen suffer one, Nimrodel the High Elf suffer one, and Broyan of Esgaroth ending the last Adventuring Phase Miserable but lucky with the dice. Of course, those are all the Darkening group, so they're going through stories that have a downward trajectory.

— • —

I'm glad to see that most folks are okay with the Shadow... I'll try to expand that and make it more clear that it is due to witnessing terrible acts and not committing terrible acts. As Falenthal says, sometimes handing out Shadow can feel like a punishment, even when it's not supposed to.
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