Wild Adventure - The Stolen Horn
Posted: Wed May 20, 2015 9:08 pm
More in line with what I believe James originally intended for the use of Wild Adventures, I decided to roll a more quick and simple adventure. I Put this one together in just a few minutes and I believe it gives plenty of room for a creative LM to flesh out as he sees fit.
From the Land of the River tables
Wild Adventure - The Stolen Horn
Part One: Encounter-Viglund the Cruel (Encoounter. exposition)
Part Two: The Long Delves (Journey, rising action)
Part Three: Snaga Trackers (Combat, climax)
Part Four: Old Songs (Encounter, resolution)
Company Challenge:To recapture the warhorn of Viglund, stolen by a band of orcs.
Tolkienian Theme:Assisting those in need, fostering peace
Suggested Calling: This adventure might particularly be suited for a Warden seeking to right wrongs against the undeserving and help those in need.
Part One: The Stolen Horn
While traveling in the land of the Viglundings, the company sees smoke rising from a hilltop settlement. There appears to be a flurry of activity. As they approach they realize that there has been an attack on this village and several stout warriors are searching about the area. If they approach the soldiers ro spotted, they will be gathered and brought to their leader, Viglund, who is enraged at the attack. The Viglundings are not hostile toward the companions, but they are suspicious. Viglund questions the company about why they are there. As they talk he begins to formulate a plan.
Encounter Evaluation
This encounter should be based on the characters’ Valour.
Reduce the tolerance by 1 for any Beorning in the group.
During the night a group of orcs raided the settlement, one of Viglund’s personal estates. During the attack, several things of value were taken. Most upsetting to him, his Warhorn was stolen. This has been his symbol of leadership for many years, having been fashioned from a horn of a great auroch that he slew in a coming of age ceremony of sorts, many years ago. He desperately wants to give chase to the orcs, but must attend to more pressing matters, such as dousing the flames and assessing the damage. He offers to reward the companions if they can hunt down these orcs and return his warhorn.
0-1: Viglund is not impressed. He points to the west and tells them, “They fled that way.”
2-3: Viglund explains that from what could be gathered, this was a hunting party out of Mordor, what they were doing in the northern reaches of the Anduin Vale is beyond him.
4-6: Viglund confesses that the orcs also took with them an orc which they had captured and intended to use as a slave. The orc had claimed he was “some sort of important fellow to his masters in the south”.
7+: Viglund believes that the orcs were escorting the freed slave to the Long Delves to the west at the base of the Misty Mountains.
A Player character with Anduin-lore or shadow-lore would probably be able to surmise that the group was heading to the Long Delves on their own.
Part Two: Tracking the Trackers
If the companions are aware that the orcs are headed to the Long delves, the journey is straightforward. If they just know the orcs headed west, then they must make a hunting test every day to keep on their trail. On a failed test, they lose the trail and must spend half a day a day retracing their steps. They can make up for the lost time by opting to take an additional fatigue test for the entire company with all consequences of increased fatigue and hazards in effect. It should take the heroes roughly 5 days to make the journey (depending on their starting point). If they lose more than 2 days of travel time, the orcs escape into the Long Delves and are lost.
Part Three: Battle for the Horn
As the companions reach the area near the entrance to the long Delves, they finally catch up to the company of orcs. These are snaga trackers from Mordor. The orc slave taken from Viglund had been sent on a mission to carry information from Mordor to the orcs in the Misty Mountains. His capture had caught the attention of someone in Mordor and the trackers had been sent to make certain he got his message through or didn’t survive to speak it to any enemy of the shadow.
The company must attack the orcs switly before they can flee to the safety of the Long Delves or alert the orcs garrisoned there. As soon as it appears that the battle is lost, one of the snaga trackers slays the messenger from Mordor, lest he be captured and give up his message.
Among the belongings of the orcs, the heroes find the Warhorn and gold which amounts to the equivalent on one point of treasure apiece.
Part Four: Peace through Song
When the company returns the Warhorn to Viglund, the chief holds a celebration in the companions’ honor. This should be run as an Encounter. The adventurers take turns with the Viglundings singing songs of heroes long past. Emphasis should be on tests of song, riddle and courtesy. Inspire or awe might also play a part. The outcome of the encounter will determine the reward given to the player characters and also influence the relationship of the Viglundings with the other free peoples in Wilderland.
Encounter Evaluation
Base this on the character's valour, once again subtracting one from the tolerance for each Beorning in the company, but increasing it by 3 if the company successfully returned the warhorn. If the company fails to return the horn, the encounter still can be run, but reduce the tolerance by an additional point.
0-1: Viglund’s prejudices against the Beornings and other cultures are reinforced, although out of gratitude, he offers each hero an amount of gold equal to one treasure.
2-3: Viglund enjoys the company’s songs and offers a place to stay in his lands anytime their travels might bring them this way. They also get 2 treasure worth of gold a piece.
4-6: Viglund offers the company 3 treasure worth of gold each and promises no aggression towards any culture represented by the heroes for one year.
7+: Viglund offers the companions 5 points of treasure or a small holding in the East Upper Vales (their choice) and agrees to seek peace with his neighboring cultures. For the next 2 years there is a cessation of all hostilities between the Viglundings and the other free peoples, including the Beornings.
From the Land of the River tables
Wild Adventure - The Stolen Horn
Part One: Encounter-Viglund the Cruel (Encoounter. exposition)
Part Two: The Long Delves (Journey, rising action)
Part Three: Snaga Trackers (Combat, climax)
Part Four: Old Songs (Encounter, resolution)
Company Challenge:To recapture the warhorn of Viglund, stolen by a band of orcs.
Tolkienian Theme:Assisting those in need, fostering peace
Suggested Calling: This adventure might particularly be suited for a Warden seeking to right wrongs against the undeserving and help those in need.
Part One: The Stolen Horn
While traveling in the land of the Viglundings, the company sees smoke rising from a hilltop settlement. There appears to be a flurry of activity. As they approach they realize that there has been an attack on this village and several stout warriors are searching about the area. If they approach the soldiers ro spotted, they will be gathered and brought to their leader, Viglund, who is enraged at the attack. The Viglundings are not hostile toward the companions, but they are suspicious. Viglund questions the company about why they are there. As they talk he begins to formulate a plan.
Encounter Evaluation
This encounter should be based on the characters’ Valour.
Reduce the tolerance by 1 for any Beorning in the group.
During the night a group of orcs raided the settlement, one of Viglund’s personal estates. During the attack, several things of value were taken. Most upsetting to him, his Warhorn was stolen. This has been his symbol of leadership for many years, having been fashioned from a horn of a great auroch that he slew in a coming of age ceremony of sorts, many years ago. He desperately wants to give chase to the orcs, but must attend to more pressing matters, such as dousing the flames and assessing the damage. He offers to reward the companions if they can hunt down these orcs and return his warhorn.
0-1: Viglund is not impressed. He points to the west and tells them, “They fled that way.”
2-3: Viglund explains that from what could be gathered, this was a hunting party out of Mordor, what they were doing in the northern reaches of the Anduin Vale is beyond him.
4-6: Viglund confesses that the orcs also took with them an orc which they had captured and intended to use as a slave. The orc had claimed he was “some sort of important fellow to his masters in the south”.
7+: Viglund believes that the orcs were escorting the freed slave to the Long Delves to the west at the base of the Misty Mountains.
A Player character with Anduin-lore or shadow-lore would probably be able to surmise that the group was heading to the Long Delves on their own.
Part Two: Tracking the Trackers
If the companions are aware that the orcs are headed to the Long delves, the journey is straightforward. If they just know the orcs headed west, then they must make a hunting test every day to keep on their trail. On a failed test, they lose the trail and must spend half a day a day retracing their steps. They can make up for the lost time by opting to take an additional fatigue test for the entire company with all consequences of increased fatigue and hazards in effect. It should take the heroes roughly 5 days to make the journey (depending on their starting point). If they lose more than 2 days of travel time, the orcs escape into the Long Delves and are lost.
Part Three: Battle for the Horn
As the companions reach the area near the entrance to the long Delves, they finally catch up to the company of orcs. These are snaga trackers from Mordor. The orc slave taken from Viglund had been sent on a mission to carry information from Mordor to the orcs in the Misty Mountains. His capture had caught the attention of someone in Mordor and the trackers had been sent to make certain he got his message through or didn’t survive to speak it to any enemy of the shadow.
The company must attack the orcs switly before they can flee to the safety of the Long Delves or alert the orcs garrisoned there. As soon as it appears that the battle is lost, one of the snaga trackers slays the messenger from Mordor, lest he be captured and give up his message.
Among the belongings of the orcs, the heroes find the Warhorn and gold which amounts to the equivalent on one point of treasure apiece.
Part Four: Peace through Song
When the company returns the Warhorn to Viglund, the chief holds a celebration in the companions’ honor. This should be run as an Encounter. The adventurers take turns with the Viglundings singing songs of heroes long past. Emphasis should be on tests of song, riddle and courtesy. Inspire or awe might also play a part. The outcome of the encounter will determine the reward given to the player characters and also influence the relationship of the Viglundings with the other free peoples in Wilderland.
Encounter Evaluation
Base this on the character's valour, once again subtracting one from the tolerance for each Beorning in the company, but increasing it by 3 if the company successfully returned the warhorn. If the company fails to return the horn, the encounter still can be run, but reduce the tolerance by an additional point.
0-1: Viglund’s prejudices against the Beornings and other cultures are reinforced, although out of gratitude, he offers each hero an amount of gold equal to one treasure.
2-3: Viglund enjoys the company’s songs and offers a place to stay in his lands anytime their travels might bring them this way. They also get 2 treasure worth of gold a piece.
4-6: Viglund offers the company 3 treasure worth of gold each and promises no aggression towards any culture represented by the heroes for one year.
7+: Viglund offers the companions 5 points of treasure or a small holding in the East Upper Vales (their choice) and agrees to seek peace with his neighboring cultures. For the next 2 years there is a cessation of all hostilities between the Viglundings and the other free peoples, including the Beornings.