Episode 2 in my experience of running other people’s adventures—this time Paul Mitchener’s The Haunting for Liminal which follows on from Prodigal Son. The Haunting didn’t need quite as much work as Prodigal Son, and I had fewer issues with the text. Some points though:
- The Ghost Spirit has the wrong trait (insubstantial instead of immaterial).
- It’s not clear, but I decided that P Division have asked for the police to keep bystanders away from Thornhill Hall.
- Where is Mark? At the end of the previous adventure, Mark Northcott is presumably reunited with his father. (This happened when I ran Prodigal Son.) I decided that Mark had left the house again and his whereabouts was currently unknown.
- The players may want to talk to witnesses or the press—I had a witness and reporter in my back pocket in case they were needed. (We used the reporter.)
- The social challenge to persuade the guardian spirit not to attack could be clearer—it’s an opposed roll, but using which skills? And at what level? (I said that it was a level 10 roll using Charm—but only by someone who can see the spirit.)
Countdown clock: I created a short countdown clock for the adventure:
- Sir Tatton Northcott dies. Letter is delivered to Naomi. (This is where the players come in.)
- Ghosts escape, the Thornhill Hall appears ghostly at night, there is an attack by a ghost. Police block access to the manor.
- The newspaper publishes a report of the ghost attack “Mystery Assault at Thornhill Hall”
- Charles Gardner sneaks into the ghost realm. Ghosts try attacking him, but Gardner sees them off and they keep him at bay.
- Gardner finishes draining the energy - releasing the ghosts into the wider world.
- P Division arrive, late as usual.
(I’m not sure if Gardner would be able to see off the ghosts in a fair fight, but I want Gardner to be tougher than the ghosts.)
On Geomantic Hauntings by Bishop Ferrar: I turned this into a handout (well, a Trello card) with the key information about draining geomantic energy taken from the text. That means the players can refer to it without me having to read it out. (There are a couple of other places where handouts might be useful—such as the press reports about the house appearing on the hill each night. This is the sort of thing that I think a published adventure should provide as a matter of course.)
Other Factions: And what of the other factions?
- P Division: Aware of the site, but are limited by what they can do and they arrive too late.
- The Council of Merlin: Aren’t interested in Thornhill, but I had one of them contact Naomi to secure the Northcott library for the council, using this as a bribe to help her reinstate her good name.
- The fae, werewolves and vampires: Uninterested in Thornhill (but they’d probably like access to the Northcott library).
- The press: Stories about the haunted house may attract cranks of all shapes and sizes from the ordinary world—so I had some ideas for those in my back pocket.
NPC stat blocks: Following Prodigal Son I changed the stat blocks as I found providing the different challenge levels slightly less intuitive than simply turning them into a modifier. So the Guardian Spirit became:
- Initiative modifier: +2 (Awareness)
- Attack modifier (melee only): +3 Poltergeist must spend 1 Will to act
- Attack modifier (Terror): +4, use Conviction for defence
- Defence modifier (melee/ranged): +3/+0 (magical or blessed weapons only - other weapons cannot harm it)
In practice I add the modifier to 8 to get the challenge level—when defending a melee attack, the PCs need to roll 11.
I did this to make it easier in the event that I have NPCs and foes battling each other: decide who is going to make the roll, then apply all the modifiers (attack and defence) to that single roll.
How did it play: It took about two hours, and was pretty straightforward. I introduced a reporter character who followed the players into the ghost realm and I think caused them more problems than anything else. While there wasn’t much physical combat, there was a fair bit of magical combat this time and the players ended up very low on Will. Overall, a success.
Thoughts on running other people’s adventures
After running Prodigal Son and The Haunting, I have a few thoughts on running other people’s adventures:
- Running someone else’s adventure isn’t necessarily less effort than running your own. It does mean that you don’t need to generate a core story—but you do need to make it your own.
- Don’t forget that there’s no wrong way to play! (It can be harder to go off-piste when running a published adventure, particularly if you’re not that familiar with the setting.)
- If you’re preparing a published adventure, please really think about how it will be used in play. Solid blocks of text aren’t easy to skim while you’re running the game—bullet points, highlights, boxed text and handouts (with key player-facing info) are preferable. Both Prodigal Son and The Haunting could have been better thought out for actual use.
No comments:
Post a Comment