Wild Adventure - The Pearl of Kings

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jamesrbrown
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Wild Adventure - The Pearl of Kings

Post by jamesrbrown » Sat May 16, 2015 7:52 pm

STORYTELLING OUTLINE:

Part One: Combat - Cave-Troll; exposition, inciting incident (Orc Champion takes the pearl)
Part Two: Encounter - Sorceress of Mirkwood (Favourable meeting +1); rising action
Part Three: Combat - Orc Champion; rising action
Part Four: Journey - The Hall of Ghosts; climax
Part Five: Combat - Gore Crows (Full of Hate +2, Easily Ambushed); falling action, resolution

COMPANY CHALLENGE: To search for the Pearl of Kings, last known to be buried under the Demon's Tower in southern Mirkwood.

TOLKIENIAN THEME: Overcoming Evil

HEROIC DEVELOPMENT: The following hero is used as an example for Loremasters who wish to develop one particular player-hero over the course of an adventure. It's not that the other player-heroes are ignored, but this tale in the history of the company focuses on him.

Beli the Dwarf
Calling: Treasure-hunter (this calling motivates him to search for the Pearl of Kings)
Favourite Trait: Fire-making (Beli must build fires large enough to hold back an evil onslaught of sorcerous black birds)
Hero Type: Classic Hero (protect friends, slay major enemies, face evil and survive)

Notes:
Beli the Dwarf leads a company of adventurers on a hunt for a precious pearl belonging to the Dwarves of Erebor (worth 60 Treasure). It was buried years ago by Thrain III Stonehelm, somewhere in the dungeons under Minas Raug in southern Mirkwood. Over the course of the adventure, Beli's destiny is revealed as a true hero. The Loremaster should place Beli in situations to prove his status. For example, when choosing engagements, the Loremaster pairs Beli against the strongest enemies. During narration, the Loremaster proposes tests that if Beli passes, seals his leadership. It is also possible that Beli will find a famous Axe in the hoard of a Cave-Troll. This Axe was made by the smiths of Nogrod (see Magical Treasure below).

MAGICAL TREASURE:

Companion: Beli
Item: The Axe of Dreadful Sounds

Type: Great Axe
Craftsmanship: Dwarven
Banes: n/a
Qualities:
1. Gleam of Terror 2. Runes of Victory 3. Superior Fell

Notes: This Axe, when swung, makes an awful booming sound to accompany the intimidation efforts of it's wielder - a particularly disturbing noise for all Shadow creatures. The sound increases in intensity the greater the display of passion. Dwarven runes cover its surface.

ADVENTURING PHASE:

Prologue
While getting much needed rest somewhere in Wilderland (perhaps Erebor), the companions listen to the story of the "Pearl of Kings" buried in southern Mirkwood. It is a precious stone of considerable wealth said to have been the gift of a raven, brought to Dáin Ironfoot shortly after he claimed the title King Under the Mountain (in 2941). A golden box was made for the pearl and King Dáin gave it as a present to his young adventurous son, Thorin III Stonehelm (born in 2866), who would one day be king (Dáin II would fall on March 17, 3019 during the War of the Ring).

When Thorin III led an expedition south to investigate a tower rumoured to have been built by the Necromancer, he took the Pearl of Kings with him. But when his company was attacked by black birds of sorcery in the thick, tangled forest, the only option was to go underground in the dungeon caves beneath the tower. To protect the Pearl of Kings from being lost or plucked away, Thorin III buried it in a chamber, along with all the other gold and precious objects in the company's possession, intending to one day return and reclaim it all; but thus far, he has not found the courage and his father will not let him go...

The Loremaster may choose to play out a journey from their current location to the Demon's Tower in southern Mirkwood, or this adventure may begin as the the player-heroes descend into the underground chambers of the tower after days of locating a cave entrance.

Part One: Into the Dungeons of Minas Raug
The companions step down into the gloom of the tower's lower chambers. It is there that they search for the burial location of the Pearl of Kings. After awhile, they disturb a massive Cave-Troll. After defeating the Troll, the player-heroes should find a small hoard valued at Treasure 20*. It is here that a Dwarven companion (the developing hero) may find the Axe of Dreadful Sounds. However, it appears this is not the buried treasure of Thorin III. They must keep searching...

An adjacent hall reveals a freshly dug hole and many footprints. Looking around, the companions spot a giant Orc of great strength on an upper ledge along with a few smaller followers. The Orc leader holds a golden box opened in his grasp, revealing the Pearl of Kings. He lifts the pearl up for the companions to see and speaks: "You have come for this, you filth! But you will not have it. Cowards will never find it.." With that, the Orcs escape through a passage and disappear.

Part Two: Zimraphel
Whether in the upper rooms of the tower or in a hollow in the woods, the player-heroes encounter Zimraphel, the Sorceress of Mirkwood (see p. 107 of Heart of the Wild). She is a mysterious figure and the company does not immediately know whether she is good or evil, for she seems to be obsessed with plans for stealing a Ring from the Enemy. But, for this encounter, she is friendly enough (+1 Tolerance rating) and can be questioned about the giant Orc and given information about his possible whereabouts.

Encounter Evaluation
This encounter is based on Wisdom.

0-1 Zimraphel acts strange and untrusting toward the player-heroes, but tells them the Orc's name: Gothgash the Stingy. He has been plaguing her with his nasty habit of robbing her dungeons. She saw him head north toward the East Bight and would love it if they would cut off his head.
2-3 Zimraphel laughs wickedly and tells the player-heroes the information above, and she gives them a route through Mirkwood that he often follows (making it easier to track the Orcs in the next Part).
4-6 As above, and she warns them of his traps and tells them to expect 10-15 Orc followers. Because of this, if the company pursues the Orcs, they cannot be ambushed and each member gains a bonus Success die when determining combat advantage.
7+ As above, and she adds: "When you kill the Orc, you will not find the Pearl of Kings. It will have been taken to a hall on the edge of the forest as an offering. But, be warned, no man has ever survived that house, for none have used fire to last through the night."

Part Three: Tracks In The Dark
If the player-heroes hurry off into the forest north of the tower, they must pick up the exact route of the Orcs or lose the trail and face a possible ambush a few miles away. Once engaged, battle events should include avoiding deep pits, dug and filled with thorny roots, or a hail of arrows shot after tripping on a vine trap. The Orcs do not all want to die. Therefore, if more than half are killed they will try to escape north into the forest. All but Gothgash flee, who is wearing dark cloths wrapped around his head and neck, leaving space for only one yellow eye to peer at the companions. Sometime before the battle ends he laughs wickedly saying, "You fools! They have already taken it from me, and if you go into their hall, you'll never come out...ever. You will die in there, maggots." If the player-heroes question Gothgash about who "they" are, he only adds, "No one has seen them, only their nasty pet birds! Better if I kill you than this..." With that, he removes his coverings, revealing deep cuts and wounds as if many birds tried to peck him to death. His right eye has been plucked out and he is coated in blood. He fights to the death.

If the companions choose a route around the forest to the East Bight, skip this Part entirely.

Part Four: Journey to the Hall of Ghosts
Making their way through the gnarled trunks and dead trees of southern Mirkwood will take several days to reach the East Bight. The grey sky and canopy of blackened branches weighs heavy on the companions and the Loremaster should check to see if the area is blighted (see TOR page 223).

Whatever route they choose to the East Bight, one evening they will travel along the edge of the forest and see a longhouse with smoke rising from a chimney. An inviting porch welcomes them with the smell of fried potatoes and sausage in the air. If they step onto the porch, a soft voice from inside invites them in. "Come, come, you look hungry darlings. It's time for supper. We have everything you want, just come and get it." The voice sounds familiar in some way, but no one can place it exactly.

They must decide what to do next.

Part Five: Fires & Beaks
The companions can approach the house in several ways:
  • They can enter it in some way.
  • They can try to burn it down.
  • Or they can use wisdom and abandon the quest while they have a chance!
Entering the Longhouse
Any player-hero that steps foot into the house sees an illusion of a woman they know, such as a mother or sister, or friend. She has a kind smile and waves them in toward a round table in the centre of the room where she is filling plates from a frying pan. After a few moments, everything disappears as a swirling wind blows out the fire burning in the fireplace. The only thing remaining is the table, now old and covered in black moss. Upon it sits a few gold coins and the box containing the Pearl of Kings. A voice, different from before and wickedly sharp comes from nowhere. "It's time my pets. Come and get it!" This is followed by many ghostly cackles that fill the hall with dread.

Before the heroes can exit or take the pearl, the sound of squawking birds and the flapping of wings is heard coming from the chimney. The front door slams shut and the windows are suddenly covered on the inside by growing vines pushing up from under the floorboards. There is no escape!

The companions must fight off an endless string of black birds coming down the chimney, powered by some fell sorcery (the birds have Hate +2). This will continue through the night until daybreak. There is no way to survive, except one: the birds and their ghostly masters are thwarted by fire. If the player-heroes use torches or build a fire in the house and can keep the fires sustained (which should not be easy), the birds will be unable to attack. If they set the house on fire, they endanger their own lives; but when it catches in full, the ghosts let out an awful scream and the birds fly away as the house disappears, leaving the player-heroes in the field with fire all around them. The Pearl of Kings lays resting on the ground if they have not grabbed it yet.

If there were any player-heroes left outside, they witness the birds entering the chimney and hear the screams from within. They too must decide what to do and may even be attacked, for the birds are not an illusion.

Burning Down the House
If the player-heroes successfully set fires to the house through a difficult prolonged action, it will eventually disappear before their eyes! But to thwart them will come a swarm of sorcerous black birds. The birds will continue to attack until the house disappears. In its place lays the Pearl of Kings upon the charred ground. It is blackened and the gold box has melted, but it can be repaired.

Epilogue
If the companions recovered the pearl, they should return it to Erebor where it belongs. They will never be the same, for they have faced evil and have overcome it, for now. New questions and revelations about the Demon's Tower, Zimpraphel, the sorcerous birds, and the Hall of Ghosts are certainly enough to either stay away from southern Mirkwood or to return one day to drive out the darkness.
Last edited by jamesrbrown on Sun May 17, 2015 6:53 am, edited 4 times in total.
Please visit my blog, Advancement Points: The One Ring Files, for my TOR Resources

poosticks7
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Re: Wild Adventure - The Pearl of Kings

Post by poosticks7 » Sat May 16, 2015 8:12 pm

Good stuff James - I like the use of the Tolkien Themes and Heroic Development.

Need some stats for a Murder of Gore Crows now :)

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jamesrbrown
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Re: Wild Adventure - The Pearl of Kings

Post by jamesrbrown » Sat May 16, 2015 8:34 pm

poosticks7 wrote:Good stuff James - I like the use of the Tolkien Themes and Heroic Development.

Need some stats for a Murder of Gore Crows now :)
Yes! Definitely! The birds should be terribly wicked.
Please visit my blog, Advancement Points: The One Ring Files, for my TOR Resources

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Majestic
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Re: Wild Adventure - The Pearl of Kings

Post by Majestic » Tue May 19, 2015 8:37 pm

Excellently written, james! I especially liked the traps of the Orcs, the reveal of Gothgash, and the illusory sorcery at the end.

I can truly give this adventure/thread the highest complement. I intended only to scan it over (figuring it was too long, and I was too tired to read it now), and so I only read the first part.

Then I read a bit more. And it sucked me in further, as I wanted to know what would happen next.

Before I knew it I was through the whole thing. Great stuff! 8-)
Adventure Summaries for my long-running group (currently playing through The Darkening of Mirkwood/Mirkwood Campaign), and the Tale of Years for a second, lower-level group (in the same campaign).

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Terisonen
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Re: Wild Adventure - The Pearl of Kings

Post by Terisonen » Wed May 20, 2015 2:46 pm

Really good! Reflexion, fight, interaction and wits! Nice work indeed ;)
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Lifstan
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Re: Wild Adventure - The Pearl of Kings

Post by Lifstan » Mon Jun 13, 2016 8:44 am

I was looking for a way to use the Hall of Ghosts in my campaign. This is really good! I think I will play it! Thanks for writing this scenario here. :-)

Otaku-sempai
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Re: Wild Adventure - The Pearl of Kings

Post by Otaku-sempai » Mon Jun 13, 2016 12:43 pm

So, james, what is the story behind the Pearl of Kings? Is it a magical artefact in its own right? Do you see it as Nimphelos, the great pearl that was given by Lord Círdan to the Elf-lord Thingol, and later gifted to the Dwarves of Belegost for the delving of the underground halls of Menegroth? Or is this a similar item? Does the Pearl carry any Blessings of any sort, perhaps even from the Vala Ulmo, the Lord of Waters?

Erebor is a long way from the Sea. I'm guessing that the Pearl of Kings was a gift from the Dwarves of the Blue Mountains.
"Far, far below the deepest delvings of the Dwarves, the world is gnawed by nameless things. Even Sauron knows them not. They are older than he."

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jamesrbrown
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Re: Wild Adventure - The Pearl of Kings

Post by jamesrbrown » Wed Jun 15, 2016 3:56 am

I imagined the pearl to be a symbolic gift brought by the raven, signifying the anointing of the new King Under the Mountain. I like your ideas about it being a gift from distant kin. I also like the thought of it possibly carrying a blessing! If you flesh out an interesting backstory, post it up. One of these days I may gather all the Wild Adventures into a collection of adventures outlines and it would be wonderful to have contributions by many fans.
Please visit my blog, Advancement Points: The One Ring Files, for my TOR Resources

Otaku-sempai
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Re: Wild Adventure - The Pearl of Kings

Post by Otaku-sempai » Wed Jun 15, 2016 5:41 am

Even a symbolic gift must have a giver, whether it be a Lord of the Dwarves of the Blue Mountains, Círdan of the Grey Havens, or one of the Valar (Ulmo? Aulë?). The pearl might have once resided in the vaults of the Dwarf-city of Belegost. It might carry a blessing of Insight that allows the possessor to discern truth from falsehood.
"Far, far below the deepest delvings of the Dwarves, the world is gnawed by nameless things. Even Sauron knows them not. They are older than he."

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