A Change Is As Good As A Rest – Reflections on 7 Hills 2023

Last weekend I was at 7 Hills, the TTRPG convention I co-run. It was, from my point of view anyway, excellent. Before the event both myself and Jag (my fellow organiser) had I think been musing over whether it was worthwhile continuing, and separately had decided that unless it was a “Hell, Yeah” we might need to lay the con down. It was emphatically a Hell Yeah from both of us, and we’ll be returning in 2024. In fact, we’re even looking at a Virtual Seven Hills in 2023 – all details on the website above.

While you’re reading this, I should tell you about my Patreon. Patrons get access to content 7 days before they hit this site, the chance to request articles or content, and the chance to play in one-shot games, for a very reasonable backer level of £2 per month. If you like what you read, want to support the blog, and have the funds for it, please consider supporting here. Telling people about the blog, and sharing links/retweeting is much appreciated also – thanks!

7 Hills is themed, with all games loosely (sometimes very loosely) linked to the theme, and this year’s was Change – which seemed to be suitably flexible to provide an inspiration push without holding GMs back. It’s also, like all conventions based in the Garrison Hotel, all about games – there isn’t anything to do apart from play games, and that’s by design. Each slot, everyone is playing – we have the odd trader (All Rolled Up were there this year, and we’re looking at some longer-term links with them too) but the main focus is, as it should be, play.

The first thing to reflect on is that running 2 games as well as organising the con is probably one too many. Or at least, I could have run 2 games using the same system – that would have made it more manageable. I went into the con with the least prep for my two games I’ve done for a while – and although they went well (more on that later) it wasn’t my best work. I’ll try to run both of them again, and post them on here, but they definitely need some fleshing out. So, here’s some things I learned from games run and played – a mixture of reflections and reviews

Urban Jungle is a Solid System

It’s an unusual setting, to be sure – anthropomorphic noir, where animals run around doing gangster stuff in a range of easily-recognisable American city parallels (I went for New Orleans-inspired Bellegarde for my game).The system does a clever trick of making non-combat characters effective, and the whole thing felt suitably dark and moody. As with everything, putting animals in makes it accessible – nobody worried about how to engage with noir or if their characters were doing the right thing in genre – hat tip to my player with the moody lion accountant!

I’ll be running this out at conventions in the future too, and if you want to see more of the system in action, check out Round About Midnight, a ready-made adventure for it from when I ran it before.

Soulbound is a Really Solid System

I’ve blogged before about Age of Sigmar: Soulbound, the high fantasy superhero opposite to WFRP, and I ran it again at Seven Hills with a self-penned adventure – and it really pops. A simple 3 fight structure, an investigation montage borrowed from 13th Age, and a straightforward plot made this a fun one-shot, and it’s certainly a game I’ll come back to again and again.

Ironsworn: Starforged Has More Potential Than I Thought

I’m a big fan of Shawn Tompkin’s Ironsworn, and although I backed Starforged, there seemed to be too much of it going on for me to wrap my head properly around it. It’s a solo-ish system that also allows for group collaborative or guided (with a GM) play, and its sandbox oracle creation stuff really sang in the game that we played. I need to get back to both Ironsworn and this game and give it a proper run out – there’s some balancing I need to get my head around about progress tracks, but I think I need to just suck it and see what happens. Either way, a nice game that fits into the “narratively crunchy” end just where I like it.

PBTA Games Need Tighter Sandboxing

I played Root (really excellent system, and, yes, more animals) – I really liked the gameplay, but some of the structure of the one-shot left me puzzled. In Root the default structure is that you come to a Clearing (the woodland settlements of the game) and encounter a number of multi-layered conflicts, which you can then interact with in a few different ways to resolve. Each Clearing has 3 or more conflicts, and multiple ways to interact with them. While this made for open, free-styling play, I’d have preferred a tighter sandbox for the one-shot. In our game, we went off in about three different directions, and met (or heard about) a wide array of NPCs that led to a bit of analysis paralysis from us. 

This wasn’t a fault of the GM, who was great at bringing action and building to a climax (and when we forced it to kick off a bit, ran with the punches well) – but a tweak to the structure would have helped, maybe by reducing the number of NPCs or the complexities of the Clearing’s conflicts, or starting with more of an implied focus on one of the conflicts. 

Ways to do this? Well, I’m a fan of Agon’s islands approach of “Do you do this, or this, or something else?” – and also the Apocalypse World one-shot starter of “You’re tied to a chair – who did this to you?”. Either way, starting with a bit more direct peril would have helped to get us on the same page from the start.

Pendragon Remains A Classic

I’ve yet to run Pendragon, somehow, at conventions, but have played more and more of it recently. It’s just a very easy game to get solid one-shot play out of – all the PCs have a means to adventure together and a clear mission, there’s lots of roleplaying juices to flow with your squires and the various other knights you find, and combat is brutal and swingy enough to have genuine peril in it. Our game ended in a near-TPK (with the survivors joining the evil fae spirits) and it was all genuine great fun. I need to get this to the table soon.

So, a successful convention – and if you’re up for Seven Hills 2024, or even Virtual Seven Hills, let me know and check out the website.

Rime of the Frostmaiden – Prelude One-Shot: Into the Snow

I’m running D&D again. This time, I’ve got hold of a crew of 4 players, a mixture of veterans and newcomers, to run through Icewind Dale: Rime of the Frostmaiden. I’ll be blogging here about how I’m adapting it, tweaking it, and approaches to it (worth noting if you’re interested that Sly Flourish has already done a great job of this here – I’m not going to duplicate his work!)

While you’re reading this, I should tell you about my Patreon. Patrons get access to content 7 days before they hit this site, the chance to request articles or content, and the chance to play in one-shot games, for a very reasonable backer level. If you like what you read, want to support the blog, and have the funds for it, please consider supporting here. Telling people about the blog, and sharing links/retweeting is much appreciated also – thanks!

One of my players is brand new to roleplaying. So, instead of expecting him to dive into character creation and commit to a long campaign, I thought I’d run a one-shot with pregens to set the scene. This is set in Ten Towns, in the same place as the game, foreshadows some of the content, and gets everyone on the same page about tone. It’s an idea I’ve heard Simon Burley, esteemed designer of Golden Heroes, talk about as his default campaign starter (he calls it a “Session Minus One”) and I’ve never done it before. 

It’s first level, to keep everything simple, and is a fairly linear progression, although all of the encounters have a few ways to resolve them. Most of the opposition arrives in waves, which is a good trick for balancing 1st level fights – they can be really swingy when one blow can knock out a player or opponent, so having not everyone attack at once means you can adjust the level of challenge on the fly a bit. It’s balanced for 3 1st level PCs – just add or subtract bandits or undead if you have more or fewer.

It went great – and we’re now one session into the actual campaign! In a couple of months I hope to follow this up with a ‘review’ of the first chapter, Ten Towns, based on actual play. Inspired by Fear of a Black Dragon, I’m trying to limit my reviews to products or adventures I’ve actually played or run, because I think this is most useful – although I appreciate not all reviewers can do this, and if everyone did there wouldn’t be many reviews around! There’s a place for reviews-after-reading as well, they just do different things.

But, I digress. Here is the adventure, presented exactly as my prep notes looked for it – let me know if you use it here or on Twitter @milnermaths !

Into the Snow

A Rime of the Frostmaiden prelude adventure (3 x 1st level PCs)

You live in the far north, beyond the Spine of the World, in the desolate icy realms of Ten-Towns. For the past two years, Icewind Dale has been stuck in an endless winter – every night, strange lights appear, and every night lasts forever as the sun fails to rise. Trapped forever in glacial ice, you eke out a precarious living.

As we open we see you trudge across an open snowfield, a heavily laden sled pulled by two huskies, Gore and Chew. It’s three hours since you set off from Easthaven, one of the more prosperous towns, and you carry on your sled beer, mead, and supplies for Caer Dineval. Caer Dineval has been without beer for two weeks now – you can’t imagine their pain.

  • Describe your character – what are they carrying, how are they walking alongside the sled

But the going has been hard. 9 hours this would normally take, but the snow has come in and you fear a blizzard is coming. As you cross an ice floe, you notice the dogs startle – and the wind threatens to tip your sled over.

  • Ask the PCs what they are doing to prevent the tip. Generally it might be a Survival (Wisdom) check, but they could use other skills as well. At least half (rounded down) need to make it – if they fail, they are overwhelmed when the raiders attack and suffer disadvantage on Initiative checks

Scene 1 – Raiders in the Ice

Out of the snow and ice appear shadows, and the barking of dogs – you are under attack!

There are 4 raiders (bandits), but only 2 attack – and 2 rough huskies (mastiffs). As they fight, each round they see the snow get thicker – and as they flee / are defeated, they notice the sled has been raided.

0 failures – they have grabbed some of the supplies, and a prized bottle of Calishite brandy, charged with delivery to the Caer Dineval castle by your patron

1 failure – as above, but a couple of barrels of mead have gone as well

2 failures – all the supplies are taken

3 failures – one of the huskies has been dragged off as well

As the storm momentarily clears, they can attempt to make sense and give chase.

A Survival (Wisdom) check DC 15 will reveal that the storm is only briefly abated, and they had better follow the tracks now – they lead towards some rough hills which might also offer some shelter

A History or Investigation DC 11 check shows the men to be natives of Icewind Dale, clad in rough winter clothes – accustomed to living in the wilds, but not themselves Rheged Nomads

Scene 2 – The Chwingas

As they follow the tracks, they make their way towards the hills. Strange black crystals occasionally jut from the horizon – DC 15 Arcana to reveal it is Chardalyn, a magical material found only in Icewind Dale.

But the storm gets worse. Ask for DC 10 Survival checks to avoid becoming Exhausted – and then DC 10 Perception to notice a shelter ahead. 

A group of 6-inch-tall animated dolls, about 5 of them, are dancing around a fire

DC 15 Arcana or History to reveal these are Chwingas – tiny fey folk who can be helpful if charmed.

They mimic the characters, then ask them to dance – an appropriate skill check must be made (at DC 12) to receive a charm from each of them.

They award these charms in order: Charm of Vitality Charm of Heroism Charm of Bounty

The PCs can rest while the storm rages around them, and when it passes there are no signs of tracks. The Chwingas, however, can indicate the way their raiders went – up a narrow path to a hill cave

Scene 3 – The Hill Cave

With the mastiffs caged up outside, they can see the tiny cave as they approach – a group Stealth check DC 10 is enough to gain entry. They see the 4 raiders, and a teenaged girl, Varana. She is clad in wispy clothes despite the biting cold and seeks no trouble.

They can try and recapture their stuff, and this is an easy fight – the bandits will only fight to ⅓ of their hp – so 3 hp or less- before surrendering. Then, they tell them the story

Varana was a sacrifice, one of the lottery chosen by the Children of Auril, a cult who seek to end the endless night. She escaped, with her friends, three months ago. They move around a lot, looking for shelter. She clearly has some sort of magical power – as if the frost won’t touch her as she has escaped the Frostmaiden’s clutches – so she protects her friends.

They cover their tracks with the blizzards that follow Varana around… the PCs didn’t leave any tracks here, did they? (At that, they hear the howl of the dogs from outside, and a splash of blood – and the cult death squad attacks)

The cult death squad is an instrument of icy doom – a goliath zombie and a pair of skeletons crash through, while another 4 skeletons attack the following round

As they defeat (or are defeated by) the death squad, they find Varana is gone. They can trudge back to Caer Dineval with their recovered loot.

Making a Session Out Of It – Unsure Footing (Rime of the Frostmaiden)

Ages ago, I started blogging about One Hour One Shots – a chance to get the gist of what a TTRPG was in just an hour, rather than needing a whole session of 3-4. I reviewed some, and even had one published (for free) as a demo scenario for Hunters of Alexandria. My thinking has moved on a bit since then.

While you’re reading this, I should tell you about my Patreon. Patrons get access to content 7 days before they hit this site, the chance to request articles or content, and the chance to play in one-shot games, for a very reasonable backer level. If you like what you read, want to support the blog, and have the funds for it, please consider supporting here.

These days, the proliferation of online gaming means most of us are getting used to 2-3 hour long sessions as the norm; and, to be frank, when I get back to face to face gaming I’d be happy sticking with this length as the norm. Good online play is tighter; you tend to get as much done in 2-3 hours as you do in 4-5 hours face to face by minimising cross-chat.

And, while this is going on, Wizards of the Coast appear to be embracing the idea. A lot of 1st level adventures being published now present a series of mini-quests – each taking about an hour to play through – and I’m all in favour of this. The Essentials Box has a series of mini-quests that the PCs pick up in whatever order they want, and Rime of the Frostmaiden begins with a short quest in each of the towns where the action starts.

I’m going to explore drawing these mini-plots out to a full one-shot length in the next few blog posts, coving pulling a one-shot out of a published adventure – starting with expanding a shorter scenario into a full one-shot session.

Rime of the Frostmaiden: Unsure Footing

We’ll start with Unsure Footing, available at the link here from Wizard’s Stay In And Game promotion (under the D&D Celebration 2020 Header). It’s a starter adventure for Rime of the Frostmaiden, so it’s all frozen cursed north, but it also has lots of talking animals in, which is right up my street. It’s actually designed to be four 1-hour adventures where the PCs can complete up to 4 of them, but for this example we’ll just look at Unsure Footing, the first mini-quest they can do.

Fig. 1 – Unsure Footing Basic Structure

Summarising the plot as written, it looks like Fig. 1. The PCs are rescued from an avalanche by some awakened animals, and introduced to a talking walrus called Mother Tusk, who asks them to help her by rescuing some otters who have not returned. They track the otters to find them in a cave full of ice slides pursued by wolves, who they fight. They then have to try to warm up and survive the frozen trek back to safety with the otters. It’s designed to take about an hour.

To begin with, let’s look at what can be fleshed out easily here – the Avalanche scene at the start is a very quick, and peril-free, encounter – let’s make a bit more of that. While it sounds like an exciting scene, an awakened muskrat appears immediately and guides them to safety – there’s no need for the dice to hit the table at all, much less any actual peril.

And an arctic survival challenge to return isn’t much of a finale for a one-shot; the wolves fight could be, but I’m not sure if even on ice slides a fight with a few wolves is big enough. When you rescue the otters, they mention that they were running away from an owlbear, so let’s have him appear at the exit to the caves and a final fight with him. One big bad in D&D is often swingy (and let’s not worry about owlbears being CR 3 for our 1st level party for now), so let’s give him some minions – maybe a flock of evil owls who herald him.

Hacking the avalanche, we can have the muskrat ride to the rescue after a few rounds of avalanche peril – firstly requiring Acrobatics, Athletics, or Survival checks from everybody (keep these relatively easy at DC 8 for now) to avoid taking 1d4 damage from the buffeting snow, and then have a warm-up fight on the shifting snows for a couple of rounds. To foreshadow the ‘big bad,’ we’ll have a flock of owls attack them – at CR 0 they won’t be too much of a threat, but the need to make a skill check each round to maintain footing will be the real challenge. Again, this is more of a warm-up fight, but let’s have 5 owls attack – they can only do 1hp damage a round, so the avalanche is more of a threat than them.

Have the muskrat appear and rescue them on the third round no matter what, and take them to Mother Tusk, where – it is a one-shot after all – they get a slap-up meal of whatever awakened animals can muster and have a Long Rest so they’re all ready for the adventure proper. Not only does the walrus tell them about her otters, but speaks of a terrifying owlbear who has been stalking them, in a pretty-obvious foreshadowing of the big bad. Maybe she even talks of the flock of owls as his heralds.

They can track the otters, find them, and fight the wolves as normal – this is a really cool scene – and let’s have some clues available – the wolves seek to sacrifice the otters to the owlbear to appease them, leaving room for them to join forces when the owlbear attacks.

The ‘getting warmed up in the cave’ bit, I can take or leave. I think the point is meant to be to reinforce how deadly the environment is, but it reads a bit attritional to me – and they’ve got to have a tough fight after this, so I’d be loathe to give my PCs any exhaustion at this stage. I think I’d probably have, depending on the group, one of the below options

  • The “Trad” Option – getting warmed up and out of the ice slide cave is a skill challenge, 5 successes before 3 failures on a DC 10 check of an appropriate skill. On a success they make it out and can compose themselves before the fight – give everyone inspiration. On a failure, they still make it out but are tired and drained – they’ll have disadvantage on all rolls for the first round (including initiative)
  • The “Story” Option – ask the players to montage how they escape – maybe finding another route through the ice caves, encountering other creatures, and making inventive ways to climb up and get warm. You can use the 13th Age Montage system, or just go round and ask for mini-scenes.

And then let’s add a fight with the “owlbear.” Let’s reskin the owlbear as a CR 1 Brown Bear, but with Beak instead of Bite and darkvision. A quick calculation shows that having 6 CR 0 Owls with him should make for an encounter just between Hard and Deadly for 5 PCs, and if they have the wolves helping them we could beef up the number of owls a bit.

And there you are – a con-length one-shot from a short mini-encounter. In the next post I’ll dig into ways to do this more generally from mini-adventures (including looking at one for WFRP instead of D&D) and how this can work.