
Return to Cubicle 7 Main Website |
![]() ![]() ![]() ![]() |
Logged in as: Garn ( Log Out ) | My Controls · 0 New Messages · View New Posts · My Assistant |
![]() ![]() ![]() |
valvorik |
Posted: Dec 16 2011, 07:42 PM
|
Group: Members Posts: 32 Member No.: 1941 Joined: 18-September 11 ![]() |
It seems a plausible scenario that if the heroes successfully complete the first sample adventure, taking over the mission could be a task given them.
This makes a nice "road trip" middle-earth style. So a few questions about this road trip. (1) Taking the originally planned route as shown in the Loremaster book. After getting to the east entry to Old Forest Road, I make it, Spring On the road, 130 miles through mountains of mirkwood region (daunting darklands, effectively 390 = 19.5 days, 4 travel checks), then 70 miles through western mirkwood region (severe wildlands, effective 210, 10.5 days, 2 checks ), 30 miles to the Old Ford in Beorning territory (easy Freelands good road 1.5 days), then 60 miles through west middle vales (easy Borderlands no trail 3 days – one check). The “severe, any road or path in mirkwood” x3 multiplier is used for the trip on the road through forest. However, the mountains of mirkwood region passed through are Darklands and call for 2 Corruption Tests every day, making it 38 checks! Leaving aside rolling dice, that's pretty nasty where using the default TN 14 or the modified for region TN (20 for Darkland). This is not a trip for starting heroes - if part of what Balin sought to learn was if the Old Forest Road is passable now, the answer is no. I would say that very soon on that road, the heroes would find that though the evil presence of Dol Guldor's inhabitant was banished 5 years ago, the forest is still a dark and dangerous place and this road is not recommended. They would go on it only a short bit before facing hardships clearly indicating turning back and finding an alternate path is recommended. They would learn that menace yet emanates from the Mountains of Mirkwood and menaces the Old Forest Road. I believe in Hobbit Beorn warns goblins used it the road. Thoughts on this analysis? (2) Hope Restoring Moments. I think every couple of sessions should see some possible Hope restoration through things like the characters in books were constantly doing - joy at first hearing elven music, seeing places revered by ancestors etc. (to look upon the Argonath etc.) I'm thinking that not far into the forest, the Old Forest Road (built back in days of trade etc. by dwarves) has a marker that the builders erected in 2nd age. One of those epic now overgrown monuments, declaring the names of builders and their leiges, and speaking of the then amity of dwarf and elf in the region (yes, I'm ripping off the Moria Gate). Getting far enough to see this and making a Lore or other suitable roll to know it for what it is would restore some Hope to a dwarf or elf who beheld it (even more if either had the other as a fellowship focus). Say 2 Hope base regained, or if the focus applies then Heart bonus in Hope instead. Thoughts on this, better ideas or other ideas for Hope Restoring features etc.? I would let players script things they "hoped to see", such as a Woodman who has long wanted to see the carvings his grandfather made at such and such place. |
Captain Poe |
Posted: Dec 17 2011, 03:03 AM
|
Group: Members Posts: 18 Member No.: 2202 Joined: 3-December 11 ![]() |
If your players end up taking the elves road, they could find a tall tree with an old, moss covered cloak on it. if players climb it they get a nice breeze, warm light, and can see hundreds of black butterflies. They get a point of hope from the experienc.
-------------------- Multiclasscooking.blogspot.com
|
valvorik |
Posted: Dec 17 2011, 11:59 AM
|
Group: Members Posts: 32 Member No.: 1941 Joined: 18-September 11 ![]() |
Thanks! That's the kind of thing I like to add to the bag of tricks. That could perhaps apply anywhere. The oppressiveness of the wood as decribed in The Hobbit goes well with it being a difficult and fatiguing journey, so a "relief" from the oppressiveness is a logical counter point that also emphasises it
Other thoughts on "just how hard is the Old Dwarf Road" etc. are welcome. I am thinking it's the Werewolf of Mirkwood and all those bats still lurking in the Mountains that is the "springing off point" for the region being so corrupt. No way should beginning PC's be facing the Werewold though a swarm of bats is more feasible. I don't know if the "Mirkwood campaign/adventure set" coming out will cover this sort of thing or not. |
shaneivey |
Posted: Dec 17 2011, 07:02 PM
|
Group: Members Posts: 22 Member No.: 2164 Joined: 18-November 11 ![]() |
Yeah, as LM I would probably plan it out as:
Adventure 1: Thranduil is peeved about something. They have to do something important to persuade him to let them use the Elf Road. Adventure 2: Trek along the Elf Road (or if adventure 1 fails, around the north of Mirkwood) to the Anduin ford. Adventure 3: Find the Eagles and make nice. Adventure 4: Go home. |
![]() |
![]() ![]() ![]() |