My partner and I had another solo session of Dragonbane but this session was rougher than the last one. They made it to Outskirts but my partner unfortunately encountered their least favorite part of TTRPGs: social scenes!
It was definitely not easy going. There was very much a sense of "what now?" My partner is still a TTRPG noob, and I think that these are the sort of situations where it helps to play with a group or other veterans. My partner didn't seem to get that the NPCs in the inn were more than just show pieces. They were the sources of rumors and information. Some of the NPCs can be pretty liberal with rumors, though some need a bit of Persuasion. Unfortunately, my partner's characters who were skilled in Persuasion kept making bad roll after bad roll in the inn.
They were clearly not having that much fun roleplaying social scenes, so we decided to skim over a bit. They gathered three rumors for possible locations for a statuette piece, which I drew from the Adventure deck: Troll's Spire, Temple of the Purple Flame, and Riddermound. In hindsight, I would have also added the Robber Knight adventure here too, but I would need to hand that to them as a card.
My partner decided on Riddermound. Once they got inside, they cleared the first room of vampire bats pretty easily since Aodhan used a fireball, Krisanna used an improvised torch for fire damage, and Makander somehow hit with pretty massive damage on a non-critical as a result of what followed. The bats got an incredible fear roll. Krisanna failed her WIL roll and became Disheartened, also losing 3 WP. Makander failed his WIL roll, but when he rolled on the fear chart, his FEAR turned to RAGE, compelling him to do what he would normally do: get angry and attack in melee. (See the massive damage from before.) The bats sadly rolled only 1 on draining blood, which was not enough to survive Krisanna dispersing them with the torch.
That is where we stopped since we had other things we needed to get done that evening. But I know what is coming. My partner is running three pre-gen characters: the thief, the knight, and the mage. This is actually my first time running Riddermound. Any advice on running or adjusting Riddermound? I know the ghost and wight can be BRUTAL. I know some people lower the armor of the Wight. Even in the Quickstart version of Riddermound, the Wight's armor is 6 as opposed to 8 in the core set. Only one character has access to fire and/or magic: Aodhan the Mage. I don't think that Grub will make the difference. I am considering planting a magic weapon in one of the rooms before they reach either just to give them a little more of a fighting chance.