I enjoyed DMing this adventure on Roll20 for my 7 player Adventurers League "table" yesterday: I essentially doubled all the monsters during the fights.
As usual, I had to do a lot of map and token work, integrating assets from the PDF, Patreon subscriptions, D&DBeyond, and elsewhere.
To begin with excitement, I added the optional ambush before Lekar; upon arrival the players played along with the lieutenant and asked about their mission.
During the overland travel, I combined "Dead Ahead!", made somewhat trivial due to Turn Undead and Faerie Fire, with "Dastardly Deserters" which was a greater challenge.
I had prepared a second encounter, merging "Rotten Talons" with "Missing Child", but we were approaching the two hour mark, combats were already dragging, so I just narrated that combined scene.
In Morfenzi, they just barely succeeded with "What Good Assistants You Are" -- sadly they couldn't use "Let's Give Her a Hand!" because it was eaten by wolves in the previous chapter, RMH-01.
The siege was fun, matching the party's struggle with the overall narrative: they were sufficiently creeped-out by their opponents.
The chase was made trivial by a few high rolls, and the Spirits Bard who used "Tale of the Runaway" to get the exhausted stragglers to safety.
I love the tone of this campaign and the production value of these adventures. I only have two recurring complaints:
- Needs Editing: I suspect Scott Fitzgerald Gray didn't get enough time: lots of tiny inconsistencies in NPC gender, NPC race, adventure titles, etc.
- Few Maps: At least this adventure had maps for the road encounters, but I also added maps for the the Lekar and Morfenzi encounters.
I can't wait to run RMH-003: for the forseeable future, my weekly table will be alternating between Ravenloft: Mist Hunters and The Wild Beyond the Witchlight campaigns.
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