Yes, I've run it. Didn't have any party separation, since it teleports everyone in the chamber leading up to the door. And once they had done the first one they knew how it worked and had everyone prepared. If you do have issues with party members wandering off it doesn't really matter if they are left behind - they can camp out with the giant walrus until they get back. The Giant Walrus being the reason for not teleporting everything in the central room. No reason they couldn't catch up by opening the door themselves though. It won't wreck the trial if someone arrives a few minutes late. Or they could attempt a different trial.So, my party are currently in Auril's abode, and are about to face the Trials of the Frostmaiden in order to recover the Codicil. That's where we left off last week, and this evening the Trials begin. So I need some advice - has anyone run this part yet?
Because, as written, they sound both very cool and extremely impractical. The way they begin - by teleporting everyone who's in the antechamber when the inner door is opened - is practically guaranteed to split the party, and that wouldn't be so bad, except that some of these trials go on for literally days. I could see one character being left behind in Auril's fortress while the others do their trial, with Auril due to get home in a few hours. Or one character teleported away to face a trial alone while the rest just hang around for the best part of a week.
My plan A was to make sure everyone keeps their position on the map updated (we're playing on Roll20) so I know who does and doesn't get taken, and then after the first trial they'll know how it works.
But I'm wondering if it's better to just have the trial teleport everyone in the main room when someone opens a door. That's going to be bad news for the awakened walrus who wasn't looking to take on any trials, but I don't think bringing him along will actually invalidate any of the trials.
What I did change: I buffed Isarr Kronenstrom from the Trial of Preservation and made him a full blown werewolf. Like many of the bosses in RotFM he is a bit weak - this is a one-day-one-fight set up (the giant vultures don't really count), so he needs to be deadly - around CR 11 or 12.
What I would change if I ran it again: I would use the stress rules from Ravenloft, for the whole adventure, but particularly in the Trial of Isolation. I would also allow party members to take turns using the Performance skill to reduce stress - there is little enough opportunity for players to make use of this skill.