Just another experience report here with some comments/questions.
I ran Riddermound with a party of 4 (using all the pregens minus the hunter). Short version: A great time was had by all, and overall I love the game and I think my players did too. The initiative card mechanic and single action economy is very nice. They managed to defeat all the monsters and get out with the treasure, though I made some mistakes (like not applying armor to fire damage, which made the mage extremely powerful), and they got pretty lucky with random encounters.
Thoughts on the scenario design:
The Lady
- Why does the Lady just get to sit at a plain table, while every other family member gets a fancy sarcophagus?
- Is the "mummy" meant to be the physical corpse of the lady (and if so, why would anyone put her corpse in a char like that?), or is it her "translucent" ghost form (and if so, where is her body/sarcophagus)?
- I assume it is her corpse in the chair and it will stay there as the ghost gets up to talk to the PCs, since it is described as wearing chainmail with certain stats (and the PCs will have to pry the chainmail off of the corpse if they want it). Presumably the ghost also wears a "translucent" version of the chainmail (and hammer), but with no mechanical effects.
- Ghosts usually have some sort of interesting story and thing they need help with to get their eternal rest. That does not seem to be the case here. She is just an enemy that the PCs pretty much have to defeat if they want any of the treasure. How/why did she turn into a ghost?
- Is the damage from the warhammer considered magical damage for purposes of damaging, for example, ghosts? I judged that it is. If so, that is fine, but maybe a bit too easy to provide the means to defeat an opponent right in her hands?
- Do the magical torches in the same room actually give off heat/fire damage? That makes them more useful for that fight, but seems a bit silly since it would be kind of tricky to manage torches that cannot be extinguished.
The Wight
- My main issue here is that Wights are described as corporeal in the rulebook, but in the scenario, the wight is "partially immaterial" and moves through locked portcullises. It might have made more sense to have the ghost wander around the crypt and move through portcullises... (indeed, my players assumed the ghost was the creature that Grub had told them about).
- Similarly to the ghost, it is a bit unclear why the warrior turned into a wight. Is it just because of the goblins disturbing his tomb?
- When the wight dies, since he is corporeal, presumably his corpse and gear remain, and the characters can take his plate armor (worth 500 gold!) and morningstar? I decided his body disappeared due to how he is described in the scenario, but again, that seems inconsistent with the rulebook description of wights.
Other issues
- I find the structure of the scenario a bit odd in that you have two "boss fights" right after one another.
- It would be better to have the "massacred goblin" be a fixed feature instead of an encounter. My group never ran into this, so that means all the other goblins made it out alive, which seems unlikely.
Thoughts on rules:
- Speaking of plate armor, the knight getting to start the game with it is kind of surprising and extremely generous. There is a huge disparity between the character types here... Not saying it has to be balanced, but it is quite striking.
- Monsters dodging/parrying. Why would they ever do this? It seems like always a bad choice given their limited action economy (not talking about NPCs here, which are in a different situation). I had the wight parry once just to try it out, but it seems like something you'd do mostly just to be nice to the players...
- Why would monsters ever parry rather than dodge? Given the same skill rating on both, dodging is strictly better since there is no chance of weapon breakage.
- When an encounter happens during a stretch rest, I guess the intent of the rules is that there is no benefit of the rest (and any spot hidden search is also not successful)? I rolled the Wight encounter when they rested right after fighting the ghost, and allowed the PCs to still take the rest benefits since it seemed a bit harsh otherwise in this case...
- The balance between the different character types does seem a bit off. It seems to me the knight and mage are almost indispensable (for soaking and dealing damage, respectively).
Excited for our next session, and I really like some of these scenarios a lot! This was meant to be a one-shot, but the players liked these characters, so we will weave this into the campaign. Since we didn't play the campaign intro scene, we will do that as a flashback scene next, and then have them arrive at Outskirt etc (we started Riddermound already on the journey to the adventure site).