Re: Prince Telvido's New Campaign
Posted: Sun May 01, 2016 2:21 am
So, the first adventure was "Blood in the Water". Spoilers ahead, fair warning.
I had each character introduce themselves while the ferrymen poled the ship up the long lake. The trip up the long lake was pleasant enough, and the characters and NPC's got along marvelously. Kieran brought a picnic basket of hobbit goodies, and spoke encouragingly of his Aunti Agatha and Uncle Dori's Easterly Inn, setting up a future adventure for the party when they cross back to the Inn. I had Jarvi's mother express concerns about the dangers of the wild, and Dolf and Wulfred helped ease the NPC's mind, thus allowing more opportunity for Jarvi to adventure with them.
Keen eyed Kieran, as every sharp sighted Hobbit ought, was the first to spy things amiss at the Dragon Head inn. He also figured out that the Innkeep was unconscious under the docks. While the others are rushing about, corralling the pony and fishing the Innkeep from the water, the two NPC ferrymen agree to head back to Laketown and warn the guard of dangers in the area, while others head up to Dale to alert their watch. Wulfred the woodsman is very successful with his heal check, and after getting the story of the goblin attack from the healing Innkeep, the party heads off to track the monsters to rescue the prisoners.
The battle with the outpost going very quickly, as does the fight with the main force. Combat against the goblins does feel like the movies, with PC's making short work of the Snaga and goblin archers. Also, the special ability for the Warg "Seize Victim" while the 1/2 parry is nice, I don't see much reason for PC's to change their stance ever once combat has begun, unless I am missing something.
However, the PC's took their time following the prisoners. To remind them of the harshness of Middle Earth, esspecially Orc Work, I had the goblins butcher Lyskar and cook him a bit, the night before they managed to catch up to them. During the battle, I also had a Snaga run and slit the throats of one of the younger prisoners, thus forcing the PC's for their first Corruption check. They managed to pepper the goblin with arrows before he could kill again, and then I had Theustal cut himself free with the fallen orc weapon. Caught on two fronts, the Orc Guard fell a bit too easily IMO, but I am starting to see that TOR has the same issue in combat as almost any other RPG I've played. Hazard forces must always find a way to out activate the PC's. I'll run another session and see if some tougher troops will balance out, but I may have to boost just the number of troops or find ways to slow or lessen PC effectiveness to keep combats dangerous for 6 PC's.
Viewing the half eaten remains of Lyskar and the prior fallen goblins caused another corruption check, and the Hobbit failed, gaining his first shadow point.
Conversations with the rescued villagers laid out the overacring plot of the looming "Night of Revenge". I made sure to do a lot of foreshadowing, as I've tied this mission by Rigurz to uncover the map of the Watchtower of Zimkibar, and thus the Gibbet King's attempt at gaining a Dragon ally, and also the Grimburgoth plot to have uprisings and assassinations when things are in readiness. The players took copious notes, and had a great time regaling Bard, Dain and Gandalf with the dire warnings. The PC's also managed to help Theustal in negotiating for mining rights. Dain agreed to reopen the mine, but at the urging of the PC dwarves, sends a few dwarves to do much of the overseeing and have it as a team effort between the men of the town and the dwarves of Erebor. As the next adventure if the "Dragon's Ring" viewtopic.php?f=7&t=1162
if one of the dwarves keeps the Ring (I plan on altering that adventure so that it is a lesser ring made by dwarves, and not one of the lost 7), then gold will be found by the PC, and thus help increase his standing, and may lead to making the mine a PC holding if they play their cards right. We shall see how that line develops.
So, the PC's now have a 2 rating in Dale, and in Gerendun, and a 3 in the Dragon Head Inn, which they can winter at whilst doing things in and around Dale.
I'm rather happy that XP and Advancement points accumulate slowly, to keep power creep down. It also took a while for my PC's to realize they can spend hope to help out with rolls by calling on traits. I'd like them to seize on this option, and then let them run with it til it bites them when they least expect it later on, so that they realize it isn''t a crutch to always us. Joe tends to get stuck in a rut, either forgetting to invoke his traits, or suddenly doing nothing but invoking. One or two combats where he ends with 0 Hope ought to bring some balance I think.
All in all, a good solid adventure, my compliments to Eclipse for a great start to my campaign.
I had each character introduce themselves while the ferrymen poled the ship up the long lake. The trip up the long lake was pleasant enough, and the characters and NPC's got along marvelously. Kieran brought a picnic basket of hobbit goodies, and spoke encouragingly of his Aunti Agatha and Uncle Dori's Easterly Inn, setting up a future adventure for the party when they cross back to the Inn. I had Jarvi's mother express concerns about the dangers of the wild, and Dolf and Wulfred helped ease the NPC's mind, thus allowing more opportunity for Jarvi to adventure with them.
Keen eyed Kieran, as every sharp sighted Hobbit ought, was the first to spy things amiss at the Dragon Head inn. He also figured out that the Innkeep was unconscious under the docks. While the others are rushing about, corralling the pony and fishing the Innkeep from the water, the two NPC ferrymen agree to head back to Laketown and warn the guard of dangers in the area, while others head up to Dale to alert their watch. Wulfred the woodsman is very successful with his heal check, and after getting the story of the goblin attack from the healing Innkeep, the party heads off to track the monsters to rescue the prisoners.
The battle with the outpost going very quickly, as does the fight with the main force. Combat against the goblins does feel like the movies, with PC's making short work of the Snaga and goblin archers. Also, the special ability for the Warg "Seize Victim" while the 1/2 parry is nice, I don't see much reason for PC's to change their stance ever once combat has begun, unless I am missing something.
However, the PC's took their time following the prisoners. To remind them of the harshness of Middle Earth, esspecially Orc Work, I had the goblins butcher Lyskar and cook him a bit, the night before they managed to catch up to them. During the battle, I also had a Snaga run and slit the throats of one of the younger prisoners, thus forcing the PC's for their first Corruption check. They managed to pepper the goblin with arrows before he could kill again, and then I had Theustal cut himself free with the fallen orc weapon. Caught on two fronts, the Orc Guard fell a bit too easily IMO, but I am starting to see that TOR has the same issue in combat as almost any other RPG I've played. Hazard forces must always find a way to out activate the PC's. I'll run another session and see if some tougher troops will balance out, but I may have to boost just the number of troops or find ways to slow or lessen PC effectiveness to keep combats dangerous for 6 PC's.
Viewing the half eaten remains of Lyskar and the prior fallen goblins caused another corruption check, and the Hobbit failed, gaining his first shadow point.
Conversations with the rescued villagers laid out the overacring plot of the looming "Night of Revenge". I made sure to do a lot of foreshadowing, as I've tied this mission by Rigurz to uncover the map of the Watchtower of Zimkibar, and thus the Gibbet King's attempt at gaining a Dragon ally, and also the Grimburgoth plot to have uprisings and assassinations when things are in readiness. The players took copious notes, and had a great time regaling Bard, Dain and Gandalf with the dire warnings. The PC's also managed to help Theustal in negotiating for mining rights. Dain agreed to reopen the mine, but at the urging of the PC dwarves, sends a few dwarves to do much of the overseeing and have it as a team effort between the men of the town and the dwarves of Erebor. As the next adventure if the "Dragon's Ring" viewtopic.php?f=7&t=1162
if one of the dwarves keeps the Ring (I plan on altering that adventure so that it is a lesser ring made by dwarves, and not one of the lost 7), then gold will be found by the PC, and thus help increase his standing, and may lead to making the mine a PC holding if they play their cards right. We shall see how that line develops.
So, the PC's now have a 2 rating in Dale, and in Gerendun, and a 3 in the Dragon Head Inn, which they can winter at whilst doing things in and around Dale.
I'm rather happy that XP and Advancement points accumulate slowly, to keep power creep down. It also took a while for my PC's to realize they can spend hope to help out with rolls by calling on traits. I'd like them to seize on this option, and then let them run with it til it bites them when they least expect it later on, so that they realize it isn''t a crutch to always us. Joe tends to get stuck in a rut, either forgetting to invoke his traits, or suddenly doing nothing but invoking. One or two combats where he ends with 0 Hope ought to bring some balance I think.
All in all, a good solid adventure, my compliments to Eclipse for a great start to my campaign.