Hmm where to begin? I am still slowly prepping to run “Ancient Blood”, and by slowly I mean a brisk glacial place. I should be finished just in time to convert it to the 6th Edition rule set. I have been spending most of the time lately making maps for the vtt, reading the adventure again and again, and because I am an asshole, pondering how to add extra content to the adventure. There is one thing that has me concerned and that is converting the combat encounters/monsters over to the new edition. I have loosely mapped out and substituted a motley assortment of foes with which to antagonize my players with. My concern centers on the encounter building rules or guidelines set out the DMG. My little experience with system and what I have heard from other sources seems to indicate the guidelines might be a bit jenky. Encounters meant to be a fun donnybrook can turn out to be a bloodbath or vise versa a deadly set piece battle can turn out to be as threatening as a child’s tea party. It’s kind of all over the place. Part of the issue I think is the increasing experience point multiplier for more and more opponents; it seems to be off the mark a little. A friend of mine (the guy from the last post with the anal fissure surgery) suggests having a way for the players to succeed without killing everything, a way to escape, or knowledge of the threat ahead of time so they can tilt the odds in their favor. The game seems to require a bit of critical thinking and analysis when it comes to encounters, which I am not sure how I feel about it as I am a bit of a button masher kind of guy. I mean really, anymore demands on my critical thinking or mental resources and I am at risk of being reduced to a talking chimp.
So as I mentioned above, like an asshole, I felt I needed to add content to the adventure. A good portion of the adventure is based on content that doesn’t really match my play style and without it the adventure is kind of thin. What I am talking about is the overland travel. In the adventure, much is made about challenging the players and their characters to survive the trek, in sub-arctic conditions, to the abandoned Frost Giant keep. This is meant to be done by playing out each days travel and making camp through random encounters, foraging for food, not getting lost, and surviving and navigating environmental dangers such as breaking ice. I plan to incorporate that into a scene or two, but it is not my thing anymore to play out travel in a live action kind of way. In order “re-fill” the adventure so to speak, I have settled on adding a faction/threat, fleshing out one of the encounters into a possible side trek, and making the spirit of Mok-Turoknin’s (the dead Frost Giant king who’s curse is trigged) more of a factor.
The one faction or danger that I am adding is called “Erik the Viking”. The danger/faction is essentially a classic Viking clan lead by Erik. Their impulse is to grow strong, crush their enemies, and be worthy of Valhalla. Grim Portents for Erik the Viking are: trade to Dagmalstad is disrupted, Dagmalstad is attacked, the clan acquires and ancient power/magic. The impending doom is: Tyranny. As you might have noticed I am using Dungeon World terminology to organize and frame things. It allows to me to leave room for collaboration and to make moves more organically based on what the players do. Well at least in theory. I think the key will be in tying the players to the specific cities or factions in the adventure during character creation or session zero. I will give them the various groups that they can tie themselves too, including, and hopefully, Erik the Viking.
Below is the vtt map for the start of the game in medias res with the player’s boat sinking and being boarded by a raiding party from Erik’s clan. The 4e Dm in me was reflexively putting sharks in the water, because well sharks, until I realized that was like asking for a TPK in the first scene. I am a bit of douchebag but not that much of a douchebag. Besides I usually save the TPK for the second scene or when I want to rage quit my own game.