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> The Nameless Dwarf..., A Campaign Outline
Garbar
Posted: Jul 13 2012, 02:22 PM
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I'll start by saying this is a work in progress which will no doubt change a great as time passes and I am looking for suggestions!

Thus far, I have only laid the seeds of the plot before the party and they won't be starting this until we have finished with Tales From Wilderland.

The Entrance
During an encounter with goblins in tunnels near the eastern edge of Mirkwood they found a door concealed by a Spell of Secrecy (AB 128).

Written on surface (in dwarfen and also affected by a Spell of Secrecy was written...
'My name is not spoken, but only by speaking it shall you enter my halls!'.

This message refers to a dwarf who was driven from his homeland for a thus far unspecified act.

Finding The Name
The first part of the quest will be finding his name, not easy as it was deleted from the dwarves archives, so they will have to seek an alternate source (Suggestions?).

Beyond The Door
Once they get beyond the door, they will find tunnels and traps and creatures 'darker and fouler than orcs'. It will be a long journey through dark places that take them under the Mountains of Mirkwood.

The Lake
I also see a large underwater lake in the quest, with still water and something lurking beneath the surface. A boat will be needed and a battle in the water would make them hindered. The creature will flee when wounded, not die (Great Size, LB 67) and strike again when they are not expecting it.

The Enemy
The 'big bad' at the end will likely be an undead of some sort, perhaps with minions to protect him. Not sure if an undead dwarf is possible in Tolkien lore though!

The Escape
Their exit becomes blocked during the battle and they have to find another way out, possibly laden with treasure (some or all is shadow tainted of course), putting them in the middle of a goblin band (perhaps a few troll instead).

So that's the outline.

One problem I can see, especially when they go into the tunnels, is the lack of a place to recover, let alone spend a Fellowship Phase. Unless there's some benevolent creature down there willing to show some hospitality.
(One of the 'Nice Giants mentioned in another thread perhaps?)
(Or maybe a crazy dwarf treasure seeker that escaped from the goblins/trolls?)

Throw some ideas at me please!
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Garn
Posted: Jul 14 2012, 04:41 AM
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GAH! Long Post Warning, even by my standards! Enter and despair - but only after signing this Denial of Responsibility Agreement!

QUOTE (Garbar @ Jul 13 2012, 02:22 PM)
Written on surface (in dwarfen and also affected by a Spell of Secrecy was written...
'My name is not spoken, but only by speaking it shall you enter my halls!'.

This message refers to a dwarf who was driven from his homeland for a thus far unspecified act.

Finding The Name
The first part of the quest will be finding his name, not easy as it was deleted from the dwarves archives, so they will have to seek an alternate source (Suggestions?).

Okay, this is awkward because Tolkien never fully created a distinct Khuzdul language for the Dwarves, there is very little canon knowledge about Khuzdul in general and names specifically. There has been some attempt to create a dwarven tongue based on Tolkien (Neo-khuzdul) but I don't think they've gotten very far. In real world language Khuzdul is based on Hebrew and _____, darn I've forgotten the other language. Arabic?

Dwarves used the locally spoken language when dealing with other races / cultures, both internally (among themselves) and externally (when speaking to others) anywhere outside of dwarven settlements. This includes dwarven names.

As such, this begs the question, which name needs to be spoken? The dwarf's original Khuzdul name? Or the name given to the Dark Dwarf in the local language?

It seems most likely to me that if the door is hidden through dwarven magic, this Dark Dwarf likely wants his name given back to him (as only another Dwarf is likely to find the door), and thus the Khuzdul name needs to be spoken. However, as you point out, his existence has been marked taboo and his person ostracized. As such it is unlikely that any official reference to his name exists. Only a passing reference in some obscure record is likely to survive, having been missed because the Dark Dwarf's participation was incidental to the overall content and forgotten. That is, you're looking for a Fili or Kili, or even less noticeable character reference, in a larger tale like the Hobbit.

In which case I would suggest that the external surface of either the door or the wall it's attached to, have a base-relief sculpture which enacts the history of the Dark Dwarf. Including his minor and totally forgotten participation in another, larger tale, in which he played a minor part. All of the historical records for the other sculpture's content will have probably been destroyed completely or have been post-edited by expunging his name, except for that minor part in a larger tale. This would be similar to certain Egyptian writings where names are excised from obelisks and other historic landmarks and writings. (Side Note: you could have fun with the Scholar searching things and write out multiple stories in normal fashion. Save it, then Search & Replace the name with an equivalent number of spaces, representing how any still existing records look.)

For the minor part in a larger tale, it has to be something really minor, yet vital to the overall story. The story itself has to be important enough to warrant careful recording and be popular. So a local hero, fighting a particularly reviled evil in the area. Again, in comparison to the Hobbit, this might be the Wine Steward. Who is otherwise a totally useless personage to the events in both The Hobbit and LOTR.

Conversely, if you want to go with the local name of the Dark Dwarf, you need to know what culture named him and if they are still in existence. Was the Dark Dwarf's interaction with them good or evil in nature? Good would likely be remembered, while evil tends to be name euphemistically - it's not Morgoth or Sauron, it's The Enemy. If it is a mortal race, writing or an oral tradition is mandatory. Otherwise their is no way to learn the Dark Dwarf's name. But it can essentially be handled in the manner outlined above.


QUOTE (Garbar @ Jul 13 2012, 02:22 PM)
Beyond The Door
Once they get beyond the door, they will find tunnels and traps and creatures 'darker and fouler than orcs'. It will be a long journey through dark places that take them under the Mountains of Mirkwood.

Sounds to me like you're dealing with Aberrations, those deep and dark things hidden in the earth that Gandalf says are unnamed and unknown even to Sauron. Because the Dark Dwarf is not going to be able to create new life; Morgoth can't do it (totally on his own that is) so a dwarf is out of the question.

He could be attempting selective breeding (a limited form of genetic engineering) but his normal life expectancy precludes success. He simply doesn't have enough time to produce enough generations to create substantial changes from his starting creature stock. Particularly if starting from initial stock that is very closely related genetically (ie, dogs and wolves) instead of something farther apart (say... domestic house cat and sabretooth).


QUOTE (Garbar @ Jul 13 2012, 02:22 PM)

The Lake
I also see a large underwater lake in the quest, with still water and something lurking beneath the surface. A boat will be needed and a battle in the water would make them hindered. The creature will flee when wounded, not die (Great Size, LB 67) and strike again when they are not expecting it.

I don't recommend still water or a Watcher in the Water. Go for something new. Create some other type of creature and use it for the lake battle.

Maybe make the lake shallow (3-10' deep water) with a couple of different currents. Let's assume that the lake chamber is roughly... 2000 square feet of surface area (water only, the chamber itself might be larger) but it's going to require columns, stalagmites and stalactites, flowstone, etc spread all through it (rent The Cave for visuals, not story (kind of meh!), although Bounce TV might re-show it). There would be an inflow and an outflow, which would be the main fast current, map these fairly directly as water flow would prevent the formation of cave features. Then their would be off-shooting moderate currents as bits of the main flow are broken off into slower movement due to cave formations. Finally a trickle current in well protected areas and/or far away from the main current. The whole lake chamber is geothermally active, which allows something akin to a coral reef to exist within the cave. The Lake Monster is something that lives as a part of this ecosystem. Look up deep-sea underwater volcanic vents for ideas.

Don't go lava / smoking vents as that is probably too tough (it would require the players deal with terrain conditions per Drowning rules on top of fighting the Lake Monster). I'ld suggest an underground version of Yosemite National Park's geothermal activity, seriously scaled down, as there are no known volcanoes in the area per Tolkien.


QUOTE (Garbar @ Jul 13 2012, 02:22 PM)
The Enemy
The 'big bad' at the end will likely be an undead of some sort, perhaps with minions to protect him. Not sure if an undead dwarf is possible in Tolkien lore though!

As I understand things, and I am not the best source for this issue, Dwarves are similar to Mankind in not leaving ghosts in Middle-earth. It is possible, but very unlikely, requiring some kind of binding or pact with a greater evil power to help keep the deceased's soul from heading to the Halls of Mandaros and/or beyond. (I cannot recall if the Dwarves stay in the Halls or depart to rejoin Eru.)

Note that unlike Mankind a Ring of Power was not sufficient to hold a dead Dwarf's soul captive in Middle-earth. We know this from inference since several dwarves died in possession of their Rings of Power without becoming wights or anything else.


QUOTE (Garbar @ Jul 13 2012, 02:22 PM)

The Escape
Their exit becomes blocked during the battle and they have to find another way out, possibly laden with treasure (some or all is shadow tainted of course), putting them in the middle of a goblin band (perhaps a few troll instead).

Okay, it's your game and you can do what you like, but.... please don't do this as it is so over-used. If there is another method of entering this hidden, secret stronghold, then the Necromancer would already have been inside this tomb, plundering anything of value and installed a minion to take charge of the place. However, if you do go this route, note that you've just resolved the Undead Dwarf issue above. It's not a dwarf, it's the bound soul of some evil servant of the Necromancer. (Note: Necromancer, not Sauron. Maintain appropriate magic and power levels to prevent accidentally confirming Sauron's presence if someone stumbles into the place, escapes and blabs to the Wise. Yes the Wise already know it's Sauron, but Sauron doesn't know the Wisey know, so he's got a facade to maintain. Err... I think, it gets kinda confusing.)

On the other hand, I will say that this might be an excellent backdoor or exit point from which the Necromancer could leave Dol Guldur. Miles of branching tunnels between the two points, filled with evil creatures, would have made attempts by Gandalf and the Wise impossible to pursue the Necromancer's escape. However, using it for this purpose, might preclude or limit the use of Aberrations (above).


QUOTE (Garbar @ Jul 13 2012, 02:22 PM)

One problem I can see, especially when they go into the tunnels, is the lack of a place to recover, let alone spend a Fellowship Phase. Unless there's some benevolent creature down there willing to show some hospitality.
(One of the 'Nice Giants mentioned in another thread perhaps?)
(Or maybe a crazy dwarf treasure seeker that escaped from the goblins/trolls?)

So far you've got a Dwarven Tomb (door) with access to a Living Cave System (lake) which might be connected to Dol Guldur. Far easier, and much more believable than a friend-filled refuge tucked inside all this evil, is to just have a dead cave, where no water flows, which might have a pin-hole opening in the ceiling letting in sunlight. Denizens of the Dark will avoid the place. This might provide the Company with a safe resting place and even inspire a point of Hope.

If you want to have fun with it, just cover it with spider webs from normal sized spiders. Their are probably lots of normal insects in this chamber having fallen in from above, as well as blind insects adapted to living in the cave and spread throughout the other chambers of the cave system. With few predators natural spiders would probably thrive in here. The lake might be an exception as other predators to the cave insects and normal spiders might be present (fish, bats, etc).

Anyway, just have the Company burn the normal spiders out. But feel free to wake somebody up in the middle of the night with a spider crawling on them. wink.gif (Yep, I'm evil.)

Nice Giants seem unlikely to me beneath the Mountains of Mirkwood. The crazed dwarf is more likely and can be played as some comedic relief if things are getting too tense.


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Poosticks7
Posted: Jul 14 2012, 07:31 AM
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Sounds like you have the basic outline for a good adventure there Garbar.

Like Garn pointed out the name would likely by the dwarf's true khuzdul name, which would really make it hard for the Pc's to discover. My intitial thoughts were perhaps his name can still be found in the records of a dwarven mansion that was lost just prior to/at the same time as the dwarf was banished from his home. Perhaps their is some oblique reference to him visiting this hall in the archives of his home. Maybe this mansion didn't fall to orcs or dragons but rather to some seemingly natural disaster.

Or course my suggestion would be an adventure in its self. With the characters hiking all the way to the dwarven mansion in the Iron hills/Grey Mts/Misty Mts or where ever you decide is best.

Once they discover the lost archive they could find his name and maybe a clue as to why he was banished from his home.

I like the lake idea though I'm not sure where they'd get a boat from. (come to think of it where did Gollum get his boat from? Did he make it? Hmmm.)

The enemy Big Bag could be a forgotten servant of Morgoth who fled into the dark places of the world. Maybe the dwarf discovered him and woke him up or something. Think unique servant of Morgoth, kind of a mini Sauron 2.0 who's been sleeping for the better part of two ages.

Maybe his power has dwindled away (the pc's can actually beat him).
Or he hasn't recovered his powers fully yet and seeks to flee (this could be the Pc's escape route as they try to follow him.)
Or he could be an enemy too powerful for the heroes to face and they have to leg it.

I agree with Garn, a forgotten cave or hidden chamber will have to serve as recovery points I think. There will likely be no fellowship phases down there in the dark, their certainly were any for Frodo and co. in Moria.

Hope my input helps or sparks an idea.


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Garbar
Posted: Jul 14 2012, 08:25 AM
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Thanks for comments... very, very extensive from Garn... His suggestions are much larger than the original post.

I'll limit my comments for now, as I need to digest it all... and only just got in from work!

Although the name of the dwarf is likely in Khuzdul, he may have forsaken his race as they forsook him and it could be in Black Speech, but I think Khuzdul more likely.

The fact that his name is taboo to his own people, does not mean it's unknown to others. Elves may have a record of his name, so Rivendell and the Halls of the Elvenking are potential sources, but getting access to that information may require they perform a service, introducing a side-quest to the plot.

I see the tunnels as being something akin to Moria, although much smaller and with a lower balrog count. One entrance is never a good idea, which I why I considered an alternate exit for the way out.

Both doors were likely closed, but it's possible that one was found by an earlier explorer, or damaged as a result of a seismic event.

As for the dark creatures, I was not planning on something created by the dwarf or even bred by him, but that does make my mind work in evil ways!

The Mountains Of Mirkwood are a place of shadow and could have corrupted the residents over the millennia, creating variant spiders, orcs, men, trolls etc.

I like the idea of geothermal activity in the lake and mud flats can work, spitting out blobs of mud on the unwary. It could even be worked as a Travel Hazard, but that makes the crossing a single roll of the dice and take some of the fun out of it (fun for the LM I mean wink.gif)

Or, if we go with the flowing water idea that you suggested, they may take a trip downriver as an exit strategy, perhaps using the barrels and chests taken from the treasury of Nameless Dwarf as an improvised raft. Throwing rapids and a waterfall in might make for a challenging journey for them!

I do prefer the crazy dwarf idea to a friendly giant as a resting place, but not for recovering from Fatigue, just a place to sleep.

Let's face it, there's going to be no Fellowship Phase while there are in the tunnels, only when the get to safety.

This is looking to me more like a mini campaign:

1) Researching the Nameless Dwarf (and associated side quest to gain access to information), followed by a Fellowship Phase.
2) Travel to the entrance and journey through dark places, perhaps ending with the Crazy Dwarf (but no Fellowship Phase).
3) Finding the Dwarf Halls, dealing with whatever is there and escaping. Followed by another journey back to safety.

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Arthadan_
  Posted: Jul 14 2012, 09:32 AM
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Interesting idea!

Here you are some thoughts from the top of my hat:

- The Dwarf was working for the Shadow. There are some precedents to this, as in the War of the Last Alliance (every race was fighting in both sides save the Elves) and one of the earliest sketches of Túrin's tale has an evil Dwarf instead of Glaurung.

- I'd have the PCs looking actively for the tomb (maybe their mission is to recover some magical item from the treasure). A criptyc inscription found by chance while they have to do something else may not attrac too much attention.

- Dwarven Undead: I wrote a Necromany Supplement for Middle-earth (ever unfinished). You can find it in the Hall of Fire site ( Necromany Supplement ). Shameless self-promotion, I know biggrin.gif

I did a research about the topic and the most likely way is something closer to a Barrow-wight. The dead remains of a Dwarf inhabited by some foul spirit (open debate if it could be a lesser Maia or a Houseless, but it doesn't matter for the adventure).

Now, the key of the tale is the story of this Dwarf:
- Define a time setting.
- What did he do to be an outcast?
- Was he an outcast who fell in the Shadow of was the Shadow the reason behind his fall?
- Why is he entombed near Dwarven settlements?
- Who build the tomb?
- What is the magic treasure in his lair?
- Was the Undead placed there by some Necromacer to protect the item? If so, why didn't the Necromancer just take the magic item and he placed a guardian instead?
- Is there a relation between the underground creatures and the tomb or they just happen to show up by chance?
-Giants seem to like mountaintops, not mountain "roots". If you need a safe area down there and if the main evil creatures are lesser undead, maybe the magic item is some short of "holy relic" (something blessed by the Valar, brought by the Noldor to Middle-earth stolen by the evil Dwarf, pretty useless against anything save Undead and the only way to defeat the Dwarf-wight, for example). maybe no Undead can enter the room where it's placed.

When you have this fleshed out, you'll have the answers to:
- Who is interested in the magic item (the person who has hired/asked the Pcs to recover the item).
- Where can be found the missing name.
- Is the tomb full of Dwarven traps or clumsy undead? (or both!)

It could be fun to build this up in collaborative way...
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Robin Smallburrow
Posted: Jul 17 2012, 07:11 AM
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To Garbar - what house does the nameless Dwarf come from? You should check out the special Other Minds Issue 4 on the Dwarves for some more ideas, especially the article on the Seven Dwarf Houses (my campaign idea is also in there - The Sword of Aule).

But it is a very serious matter for a dwarf to be outcast from his society (although not unheard of). The only example I can think of was the mad Dwarven Prince who was banished along with his followers, this group were responsible for delving the dwarven mansion in the Mountains southwest of the Sea of Rhun - but I forget which house these dwarves came from....

Robin S.


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Garbar
Posted: Jul 17 2012, 08:33 AM
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Still gathering together ideas at moment.

Not given thought to which dwarven house he came from, but geographically the adventure is close to the Lonely Mountain and Iron Hills, so likely related.

In terms of time scale, I was assuming he was outcast in the Third Age and at least a thousand years ago.

As for his crime, betrayal of his people to the Enemy seems workable. Must be something really bad to bring that level of dishonour.

I will have to dig through the LOTR appendices at some point and do some research.

However, it's an adventure, not fiction, so being canon is not essential.

Very busy at moment, so may be a while. Unfortunately, life sometimes interferes with gaming...
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Tolwen
Posted: Jul 17 2012, 01:33 PM
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QUOTE (Robin Smallburrow @ Jul 17 2012, 11:11 AM)
The only example I can think of was the mad Dwarven Prince who was banished along with his followers, this group were responsible for delving the dwarven mansion in the Mountains southwest of the Sea of Rhun - but I forget which house these dwarves came from....

If you count in the MERP canon - yes. IIRC this group was created in MERP. The only dwarven exiles documented by Tolkien are the Petty-dwarves whose last (beleriandic) representatives are entwined in Túrin's tale.
It is most likely that these were exiled from the Blue Mountain tribes (e.g. Firebeards and Broadbeams).

@Garbar:
You can find the Issues in the link provided in my signature. Issue #4 and #5 contain the most dwarven information.

Cheers
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Garbar
Posted: Jul 17 2012, 01:56 PM
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QUOTE (Tolwen @ Jul 17 2012, 05:33 PM)
You can find the Issues in the link provided in my signature. Issue #4 and #5 contain the most dwarven information.

Cheers
Tolwen

Thanks.

I already have Other Minds and Other Hands downloaded, but the issue numbers will help me to isolate the information.

Howeer, as I mentioned, this not an academic study, just a game.

We are playing TOR in the spirit of Tolkien, but from the moment the players started to interact with the world, things drift from canon.

It's quite possible, assuming the campaign lasts that long, that in 3018 it will be the player characters leaving Rivendell for Mount Doom.
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Halbarad
Posted: Jul 17 2012, 06:09 PM
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What if this nameless Dwarf had somehow been involved in, or responsible, for the murder of Frama? The lure of Scatha's treasure might drive a Dwarf insane enough to have committed this heinous crime against another of the free people's.
What if (in game terms)he murdered the Lord of the Eotheod during a bout of madness, fled once the madness had rescinded, was captured and imprisoned in Dol Guldur where he was corrupted by the Necromancer and his minions.
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Garn
Posted: Jul 17 2012, 07:13 PM
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Halbarad,
That might work, particularly if the dwarf in question had some family heirloom that was lost to the dragon's arrival. The dwarf might be highly contemptuous of Man to begin with and now that those disrespectful hands are pawing all over the family heirlooms...


Poosticks7,
You asked where the party would get a boat to cross the underground lake. That was why I suggested making it relatively shallow. Characters can either attempt walking along the various cave formations or swim without too much danger. The water is likely clear enough to see the bottom in most spots. Once the water is disturbed, sediment is likely to reduce water visibility to 0% though.

Effectively this is a mix of a fairly easy Wikipedia: Blue Hole and a Wikipedia: Black Smoker / Hydrothermal Vent, but can have dangers similar to both environments.


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SirKicley
Posted: Jul 17 2012, 08:36 PM
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Looks like you have a start to a great concept for a campaign. Stretch out the search for the dwarf's true name over a few journey's and you and you have a full year campaign just to gain access to the cave. Then the following spring, the heroes can enter with fear and anticipation of what is find.

Two thoughts I have:

1) here's an anti-cliche - a dwarf's love interest. Think of Grima Wyrmtongue and his obsession with the shield-maiden and how that drove him to doing tasteless deeds. Think of Gimli's longing to see the fair lady of the golden wood and the hairs from her head he coveted. What if this dwarf's embarrassment to his people were from acts he committed in search of a something....specifically someONE he obsessed over.



2) There's a thread - you'll have to go back about 15 pages I'm sure - that talked about a "Being UNDER the Misty Mountains" and having "Journey's" within the underdark per se. Within that thread there were a number of great ideas (if I say so myself) for Hazards etc that could take place underground. In other words, instead of just making it "a cave with a pool" you could have a couple or three "journey's" underground that take the PCs all the way to/near Dol Goldur as someone suggested. And this allows for a "rest" or even a "Fellowship Phase" within the confines of a safe forgotten cave system while underground. Much like the the journey through Moria.


Add #2 to my intro about having a number of journeys to find the name of the dwarf, you now have 2 good solid years of adventuring in this campaign. Of course once they find their quarry, the mysteries and questions it all unlocks may create a whole new set of adventures - what to do with what was gained??? Now you got the next year of adventuring to discover those secrets or consequences etc.


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Halbarad
Posted: Jul 18 2012, 07:01 AM
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So, I was wondering if it might not be the case that this cavern acts as a prison for the Dwarf rather than containing a subterranean route to DolGuldur.
I am almost imagining the Dwarf as being walled up behind this hidden door, a bit like a short, fat and bearded Erzebet Bathory.
Perhaps instead of being further corrupted by the Necromancer and his minions, the Dwarf actually passed away in the dungeons of Dol Guldur. With the Eotheod and the Dwarves at each others throats over Scatha's hoard and Frama's demise, the Necromancer commands a fell spirit to inhabit the body of the Dwarf.
This Dwarf/Wight then returns to his homeland to commit other atrocities against the Eotheod and to attempt to ignite a full scale war between them and the Dwarves. Finally, it is observed by the Woodland folk, who name it Turumarth(ill luck or misfortune). They inform the Eotheod who in turn, send delegates to the Dwarves. The Dwarves track down Turumarth and imprison him in a cavern under the Mountains of Mirkwood, having found themselves unable to kill him.

The full version of the Saga of Frama and Scatha has been lost to the mists of time. The Dwarves have expunged the memory of the villain from their records. In the ruin of Framsburg there lives a hermit. He, alone in all of the Northlands, knows the saga in it's entirety. He knows that Frama was accompanied on his quest by a Dwarf and he knows the Dwarf's name.
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Garbar
Posted: Jul 19 2012, 01:15 PM
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Some interesting thoughts there Halbarad!

Going to spend some time in the Lake District shortly... hopefully it will inspire me!

Edit: Got a message from Haugar who wanted to write up an adventure combining 'The Nameless Dwarf' with his synopsis for 'Glaurung's Ire'.

Be interesting to see what he comes up with!
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SirKicley
Posted: Jul 19 2012, 06:11 PM
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QUOTE (Garbar @ Jul 19 2012, 05:15 PM)

Edit: Got a message from Haugar who wanted to write up an adventure combining 'The Nameless Dwarf' with his synopsis for 'Glaurung's Ire'.

Be interesting to see what he comes up with!

That sounds like a great idea! Someone should really pat themself on the back for coming up with that notion! :-)


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Garbar
Posted: Jul 20 2012, 12:42 AM
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QUOTE (SirKicley @ Jul 19 2012, 10:11 PM)
That sounds like a great idea!  Someone should really pat themself on the back for coming up with that notion!  :-)

Can we get a bigger forum please?

Sir Kicley needs room for his ego wink.gif
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SirKicley
Posted: Jul 20 2012, 12:59 AM
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QUOTE (Garbar @ Jul 20 2012, 04:42 AM)
QUOTE (SirKicley @ Jul 19 2012, 10:11 PM)
That sounds like a great idea!   Someone should really pat themself on the back for coming up with that notion!   :-)

Can we get a bigger forum please?

Sir Kicley needs room for his ego wink.gif

Yeah and a orthopedic specialist too....i think I broke my arm patting myself on the back too hard..... laugh.gif


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Robert

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"All we have to decide is what to do with the time that has been given to us."
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Garbar
Posted: Jul 20 2012, 09:40 AM
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I don't mind my idea being borrowed and written up as an adventure... as long as it appears somewhere as a PDF wink.gif
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Poosticks7
Posted: Jul 20 2012, 10:06 AM
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Just to throw some more ideas into the pot, what if the Nameless Dwarf was not a baddie but rather went into self exile. Or maybe he knew a secret that some important dwarf wanted kept quiet and was banished from Dwarfdom. All the old texts and tale hint that he was a wrong 'un but it is later revealed (by the heroes) that he was falsely treated and leads to the dicovery of some dark secret (maybe connected to Scartha's horde in some way).


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