Re-visiting Tales From Wilderland (DoM and TfW spoilers)
Posted: Sun Nov 27, 2016 4:05 pm
Since I got a bunch of new players (jesus christ I was supposed to have a small manageble group but now I have 8 players again) I decided to re-launch playing through TfW alongside The Darkening of Mirkwood. Four of my players have previously played most of TfW, up until the Crossing of Celduin which they didn't finish at the time.
I switched things in Don't Leave The Path around, skipping the monster in the well thing since it's for me not a very interesting encounter. Instead, the players found that they had camped on an old burial site that wasn't supposed to be close to the Elf-Path (things maybe move around occasionally? Who knows, it's Mirkwood.) and a wight tried to make one character leave the camp at night. The Beorning didn't take the bait so he never saw the wight, but the group was properly spooked. They also encountered Mogdred's goons and fought them (tough fight, three characters almost died) and brought the news to Rhosgobel.
This week we played through Of Leaves and Stewed Hobbit, where this time they managed to avoid the encounter with the Night-Wight and managed to prevent the goblins from kidnapping the hapless hobbit. I added a bunch of mentions about a shadowy presence stalking them occasionally, which would be the Gibbet King. For this session, the player of the High Elf wasn't present, so I decided to drop the player a hint: his character left Rhosgobel to visit Lorien to talk with Galadriel, who has sensed the Gibbet King moving around. Galadriel is slightly worried that what with keeping an eye on Dol Guldur occupying the Wise, some old shade of Sauron's might make a move.
Next up is Kinstrife and Dark Tidings, which I probably won't change around too much (the plot is complex enough, not like my players will remember the details), but drop more hints of something encouraging the bandits.
For Those Who Tarry I'm going to have to change around things a bit since I think that the adventure is somewhat weak in execution: it has two unwinnable fights which is kind of annoying. The first one is good in itself so I will keep it. The dream fight is frustrating enough, so I was thinking about presenting it as a narrative scene, where the players can maybe come to the realization that something tries to manipulate them.
Darkness In the Marshes, again, was one where my players never actually went to Dwimmerhorn, and I think that encouraging the High Elf's player to get to the bottom of things might allow them to actually see most of the adventure this time.
The Crossing of Celduin is probably one which I will run as written, but taking into account that at least three players will know that treason's gonna happen in Dale. They never saw the Watch on the Heath adventure so that I can run as written, especially since this time two characters have Dragon-lore.
Any suggestions on weaving more DoM stuff into the plot or how you've changed the adventures around?
I switched things in Don't Leave The Path around, skipping the monster in the well thing since it's for me not a very interesting encounter. Instead, the players found that they had camped on an old burial site that wasn't supposed to be close to the Elf-Path (things maybe move around occasionally? Who knows, it's Mirkwood.) and a wight tried to make one character leave the camp at night. The Beorning didn't take the bait so he never saw the wight, but the group was properly spooked. They also encountered Mogdred's goons and fought them (tough fight, three characters almost died) and brought the news to Rhosgobel.
This week we played through Of Leaves and Stewed Hobbit, where this time they managed to avoid the encounter with the Night-Wight and managed to prevent the goblins from kidnapping the hapless hobbit. I added a bunch of mentions about a shadowy presence stalking them occasionally, which would be the Gibbet King. For this session, the player of the High Elf wasn't present, so I decided to drop the player a hint: his character left Rhosgobel to visit Lorien to talk with Galadriel, who has sensed the Gibbet King moving around. Galadriel is slightly worried that what with keeping an eye on Dol Guldur occupying the Wise, some old shade of Sauron's might make a move.
Next up is Kinstrife and Dark Tidings, which I probably won't change around too much (the plot is complex enough, not like my players will remember the details), but drop more hints of something encouraging the bandits.
For Those Who Tarry I'm going to have to change around things a bit since I think that the adventure is somewhat weak in execution: it has two unwinnable fights which is kind of annoying. The first one is good in itself so I will keep it. The dream fight is frustrating enough, so I was thinking about presenting it as a narrative scene, where the players can maybe come to the realization that something tries to manipulate them.
Darkness In the Marshes, again, was one where my players never actually went to Dwimmerhorn, and I think that encouraging the High Elf's player to get to the bottom of things might allow them to actually see most of the adventure this time.
The Crossing of Celduin is probably one which I will run as written, but taking into account that at least three players will know that treason's gonna happen in Dale. They never saw the Watch on the Heath adventure so that I can run as written, especially since this time two characters have Dragon-lore.
Any suggestions on weaving more DoM stuff into the plot or how you've changed the adventures around?