SHADOW OVER THE LAMP OF BALTHI – ADVENTURE

Adventure in the world of J.R.R. Tolkien’s The Lord of the Rings. Learn more at our website: http://www.cubicle7.co.uk/our-games/the-one-ring/
Meneldor
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Re: SHADOW OVER THE LAMP OF BALTHI – ADVENTURE

Post by Meneldor » Fri Jul 05, 2013 5:18 am

I like your explanations, Denethor and all.
Garn! wrote: If the story seems too complex all you have to do is build it in layers - like a cake. Put two things together and once you're happy with it, add a third (or more) until you're happy with the next result. Once you've completed the first draft, the real writing begins - polishing the words and phrases to make the adventure the best it can be. Hard? Yes, but not impossible.
Yep. “Little by little, one travels far” so I better start. :)

Cheers!

SirKicley
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Re: SHADOW OVER THE LAMP OF BALTHI – ADVENTURE

Post by SirKicley » Fri Jul 19, 2013 10:01 pm

WARNING: LENGTHY POST


As I have posted elsewhere, I run a fairly well-managed Sandboxy style campaign for TOR (as I have professed to Eirik). I have found it easy to do, and the players love it. I provide them with a myriad of hooks, I ask pointed questions to elicit feedback from players regarding their character’s story (a tip I got from someone here), which allows me to weave their responses into my hooks, and in turn, my players provide me with intel on what is important to them (of the ideas and hooks that have been provided) and they indicate to me what their next pursuit will be for the next game. I then plan a game around that, and introduce some of the stories and quests written by C7 if/when possible.

That being said, there is also an overlying hidden mega-plot that is developing in the background that they gain clues on as they go. This was originally inspired by the Werewolf mega-adventures that I believe JamesRBrown wrote (forgive me if this is not accurate). I want to incorporate the werewolf, and the Light of Balthi failing (from the LM book) as part of the reason why the werewolf is becoming awakened. As I have said, I visit the Tolkien Gateway website frequently and just do random page searches (theres and actual "random page" link) It wasn’t until I heard the name Silmarils and looked into it, that I hadn’t really committed to coming up a good epic storyline.

Here is the tale of what is transpiring (will transpire) with a development note from me that details what led me there……
(I am sharing this with you because something within it may spark an interest or an idea specifically for the original author of this thread)

PLAYERS IN MY GAME PLEASE DO NOT READ BELOW - not only is it bad form, but will rob you of some of the surprise enjoyment of the game.
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DISCLAIMER: I will not promise that this will all sound feasible to some who know much more Tolkien lore than I, or that it feels out of line, or improbable or even inaccurate at points. At the same time, I am comfortable with that notion. I, nor my players pay too much heed of making sure everything is 100% accurate or canon. Nor do they know enough about it to formulate a negative opinion about it – so long as it matches the flavor, and style, and provides them with a great story, then that's all that matters to them or me.



When I came across the word Silmarils, I liked the way it sounded so I clicked on it by chance. With each page I read, I clicked on more links that it provided, to learn more background. Ultimately I learned a great deal about the genesis of "light" in Tolkien's world, and "light" just happened to be a common denominator for my ultimate desire to write a story involving the werewolf and the light failing in the Lamp of Balthi.

I learned that the Silmarils are three stones that possessed (captured) the light given off from the Two Trees of Valinor – whose last flower/fruit from each gave birth to the “sun” and the “moon” respectively. The light that gave birth to these things came from the two trees of Valinar (but the trees were replacements themselves of great "lamps" that shed light in the world - and which were eventually destroyed by Melkor). Melkor destroyed the lamps, and later had a major nasty spider-spirit consume the two trees that were spawned from the lamps (the spider was the ancestor of Shelob). One of other the Valar created another tree akin to the one that represented the sun. It was magnificent of course, but shed no great light. One of its seedlings became the tree of Celeborn. Later a seedling of Celeborn was given as a gift of the Numenoreans – and became Nimloth “The White Tree of Numenor”. Eventually Sauron had Nimloth chopped down – but Isildur managed to save one fruit from the tree – which later bore the "White Tree of Gondor."

The Silmarils were then the only thing that possessed the last light of the Two Trees. The gems had quite a journey of their own (that I won’t recant here). In order to prevent Morgoth from possessing them, one was cast into the sky and became a star. One was cast into a fiery pit. The last was thrown into the sea; thus they were given to “sky, soil, and water” – the three elements of Arda.


LMs Note: This last bit about “sky, soil, and water, I will weave into a poem/song that the heroes will learn or relearn as the story unfolds, telling of “light of three, cast into these” etc…though they won’t quite know the meaning – only that it is prophetic and will have to undertake a quest(s) to learn of its true origins.


Enter the Lamp of Balthi. The light is failing. Where the lamp is from, what is the source of the light, etc - these are questions not yet known – though one can see the correlations of “light” being a theme in both of the lamp and the backstory of the Silmarils. The light of the lamp keeps the werewolf from being able to affect the realm of men. As the light fades, the werewolf becomes stronger and little by little it is affecting the world of Men.


LMs NOTE: it was the werewolf, not the Great Eagles that slaughtered the sheep in my previous post. The Beorning witnessed something most horrific and fell to silence in shock. The memory of seeing something so evil has left him in a mind-locked state. I intend to use the stream from “Don’t Stray from the Path” that robbed the memory of the little boy's father in that story, as a tool to help this Beorning to “forget” his memories, and wake him up. BUT to do so safely and to not strip too far, one will need to consult with Radaghast – and his memory of what the right formula is will be sketchy. This will then provide a quest in and of itself to help Radaghast locate his recipe and ingredients including a sample from the stream to remove the Beorning’s short term memory long enough to heal him and help him recall that it wasn’t the eagles…..and speak of something more horrific……before his mind locks again.


After much is learned of this foe, it will be theorized that the failing light of the lamp is linked to taint left behind by the Necromancer at Dol Guldur – the werewolf is his “parting gift” for the Wilderlanders. The Lamp of Balthi needs to be recharged. The story then must turn to how to recharge the lamp.

Using the above story regarding the genesis of light and of the evolution and lineage of the trees, etc, I had concocted an idea:

A flower/fruit or sapling or some other part of the White Tree of Gondor would be a required reagent to recast light into the lamp. The idea that came to me was that this reagent must be cast into the Mirromere at the location where it reflects the very star that was once the Silmaril. This light that is produced from this union is caught by the lamp recharging it wholly. The climax of this moment will be during a much tense scene of the Werewolf and his minions attacking a union of Beornings, Woodmen and Elves fighting together for the survival of the Anduin Vale.

(I could create a grander scheme that light from all three simarils would be needed – and make it a three part quest – having Gandalf go after one of them, and Radaghast go after the other while the PCs retrieve the one reflected in the mirrormere – but this may prove more difficult.


I ran into a SNAFU however with this storyline as I learned later that there was no Tree in Gondor during the TOR time frame – from 2860ish - 3019 there was none until Gandalf and Aragorn found a new sapling to restore it.
SO I have to fish for new ideas to help make my story more seamless. This is what I came up with:



Isildur had secretly saved one fruit AND one additional seedling for whatever reason, from Nimloth and kept it for many years just in case. Later, during the confrontation between Elrond and Isildur in the caves of Mt. Doom when the will of Men failed, Isildur acting out of shadow-controlled spite from The One Ring, cast aside the seedling (as no doubt Sauron would never have wanted the tree to exist again). Elrond was there! He saw the seedling nearly become consumed by heat, and rescued it. He knew in his heart it was important, but not quite sure why. Whether a Valar, or more likley Galadriel herself, saw the future of this seedling (thanks to her reflecting pool) as something that needs to be saved and would some day play a role in the Shadow’s bane when - prophesied to be during a time when an heir of Isildur’s, began to heed the call of Dunedain.


So from this point the story will go like:

1) Heroes save Dindy, earn Dody’s trust and his letter of introduction to Beorn
2) Meet Beorn – learn of the soldier stunned and silent.
3) Those who Tarry. The scene with the Eagles in that quest will propagate the conversation about the soldier. PCs will be turned on to the idea of helping beorning “forget” temporarily the horrors to help
4) Will be directed to Radaghast to discuss concoction needed from streamwater
5) Words of the Wise
6) Another adventure tied in to the story that helps Radaghast remember the formula.
7) Learn the truth of the eagles/BIG demon wolf.
8) PCs led to believe this is a Hound of Sauron. Using JamesRBrowns werewolf adventure for ideas, learn that the eventually the BIG warg/wolf/hound they killed STILL isn’t big enough to be what was seen.
9) Eventually PCs learn of (and this is time for other side quests and other TftW stuff sprinkled in.) that they will need fruit from the tree – the poem/song I eluded to above. But since no fruit, perhaps someone in Gondor can provide more insight.
10) Who will speak to Gondor for the PCs??? Enter the Rider of Rhovanion whom I spoke of in a previous post. The heroes think him dead at the old haunted ancient elven ruins Dawnshade. His horse returned to the PC. They heroes learn to go speak to the three tribes of the Riders throuought the Rhovanion ( I think I got some of these ideas from Halbarad online name at the old Invision messageboard). The heroes learn that this “rider” was actually a prince that was meant to unite the three tribes. He needed an heirloom lost in the ruins when the Dunedain was killed by the Hound of Sauron there. The Rhovanions require the PCs return to Dawnshade to find the prince dead or alive and bring back his heirloom. This will then earn the heroes their respect and they will speak to Gondor on their behalf.
11) The heroes learn from Gondor of the tale of the trees etc and eventually are lead to Elrond and the seedling and the story of Isildur.

The Climax will be with the forces of the shadow bearing down on the free peoples and the heroes having to fight off small units of it, while getting to the Mirrormere, while Gandalf, Radaghast, Beorning, Legolas/Thrunduil all fighting their own battles throughout the Anduin Vale and the light suddenly casting the werewolf back into obscurity and the forces fleeing (just in time for the Darkening of Mirkwood ….hehehehe)
Again this is the overall epic story that is unfolding – there is room for other journeys in between the Heroes can partake in if/when they have other issues or ideas they want to pursue themselves considering there is still a sandboxy trend of the campaign that I encourage my players to take advantage of. I will merely sprinkle in these plot designs as they pursue their own ambitions.

No doubt the story has holes (at this point). I’m still working on details, but this is the rough outline. I am hopeful however that this has good enough substance to start with to work on.


Thoughts? Comments? All are welcome.
Robert
Last edited by SirKicley on Mon Jul 29, 2013 6:45 pm, edited 3 times in total.

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Robin Smallburrow
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Re: SHADOW OVER THE LAMP OF BALTHI – ADVENTURE

Post by Robin Smallburrow » Thu Jul 25, 2013 8:02 am

Sir K

This sounds like an epic campaign alright!

If memory serves I recall reading an adventure somewhere ( I think it was a Hall of Fire issue) about what happened to Maglor ( who I think threw his Silmaril into the sea). You could tie this adventure into your campaign, and I also recall an earlier MERP adventure in a White Dwarf about Maedhros' Silmaril. I will send a further reply with the actual HOF issue when I get a chance

Robin S.
To access all my links for my TOR Resources - please click on this link >> http://bit.ly/1gjXkCo

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Mim
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Re: SHADOW OVER THE LAMP OF BALTHI – ADVENTURE

Post by Mim » Thu Jul 25, 2013 3:26 pm

Robin's correct, it was in Issue 41 of May 2007:

http://halloffire.org/wp-content/upload ... sue-41.pdf

SirKicley
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Re: SHADOW OVER THE LAMP OF BALTHI – ADVENTURE

Post by SirKicley » Thu Jul 25, 2013 11:30 pm

Thanks for you help guys!

I will definitely check out that Hall of Fire issue.


I'm not sure what a "MERP adventure in a White Dwarf" means.

I have no idea how to get ahold of such. In the meantime, hopefully the HoF issue will work magic for me.

Thanks
Robert

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Robin Smallburrow
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Re: SHADOW OVER THE LAMP OF BALTHI – ADVENTURE

Post by Robin Smallburrow » Fri Jul 26, 2013 1:10 pm

the MERP adventure I was thinking of is called 'Star Spray' by Graham Staplehurst, and it was in Issue #73 of White Dwarf magazine - I may have a copy somewhere, but as I recall it dealt with what happened if PC's did find a Silmaril

Robin S.
To access all my links for my TOR Resources - please click on this link >> http://bit.ly/1gjXkCo

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timb
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Re: SHADOW OVER THE LAMP OF BALTHI – ADVENTURE

Post by timb » Fri Jul 26, 2013 4:14 pm

SirKicley wrote:Thanks for you help guys!

I will definitely check out that Hall of Fire issue.


I'm not sure what a "MERP adventure in a White Dwarf" means.

I have no idea how to get ahold of such. In the meantime, hopefully the HoF issue will work magic for me.

Thanks
Robert
MERP = Middle Earth Roleplaying, Iron Crown Enterprises' rpg set in Tolkien's world.
White Dwarf is a gaming magazine published by Games Workshop.

;)

Edit: Somehow came across this just in a search, a list of LOTR adventures in the White Dwarf magazine -
http://tolkiengateway.net/wiki/White_Dwarf
"I am a servant of the Secret Fire, wielder of the flame of Anor. You cannot pass."

SirKicley
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Re: SHADOW OVER THE LAMP OF BALTHI – ADVENTURE

Post by SirKicley » Fri Jul 26, 2013 5:13 pm

timb wrote:
MERP = Middle Earth Roleplaying, Iron Crown Enterprises' rpg set in Tolkien's world.
White Dwarf is a gaming magazine published by Games Workshop.

;)

Edit: Somehow came across this just in a search, a list of LOTR adventures in the White Dwarf magazine -
http://tolkiengateway.net/wiki/White_Dwarf

Thanks Timb. I did indeed know what MERP was - but I didn't know what "in White Dwarf" meant. I know now that it was a gaming magazine from a while ago I guess.

Robert

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timb
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Re: SHADOW OVER THE LAMP OF BALTHI – ADVENTURE

Post by timb » Fri Jul 26, 2013 5:50 pm

Well the one with the adventure mention is quite a while ago, but the magazine itself is still being published, at least in the UK. :)
"I am a servant of the Secret Fire, wielder of the flame of Anor. You cannot pass."

Meneldor
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Re: SHADOW OVER THE LAMP OF BALTHI – ADVENTURE

Post by Meneldor » Mon Jul 29, 2013 6:13 pm

SirKicley, I am so glad you had a time to share all that! I don’t want it sound too weird and cocky but your players are truly blessed by having so dedicated Loremaster! Thank you for the ideas!

I am a bit disappointed at the Heart… book. I enjoy it and I am happy to have it, but it looks a bit more like the background to the future Darkening campaign than new and missing pieces of the Wilderland puzzle. I like your take on backstory idea of the Lamp of Balthi. I think I was more imaging it as a bluish flame than just the illumination and I thought that with the flame there is more to do and seed. Silmarils sounds convincing enough to me it’s the light without the flame. I dug a bit, too.

My attempt for the Lamp of Balthi backstory [not sure if not too non canon :) ]

Maybe the illumination effect of Light of Balthi was embodied in time into the “ice” given to Valar by the Melkor when they wanted to fix them? (Source of older writing not published in Silmarilion I found in Tolkien Gateway). Once Lamps were destroyed the pieces of ice melted by the Lamps’ heat became enchanted water. It evaporated later after the flood into darkness in the form of small bits and pieces of the misty lights floating above the waters, shadows of its former glory yet still alike in some of the former qualities.

The bluish light of the Lamp of Balthi might come as a tiny remnant from the fallen Illuin into the Sea of Helcar or the Omar into the Sea of Ringil. The Lamps were created by Valars as a concentrated misty lights veiling the barren grounds after the Ainur entered the Arda.
  • 1. Since there is speculation that Sea of Rhun is the remnant of the shrunken Helcar it would be pretty close to Wilderland. When the Elves were on the Great Journey the Lamp of Balthi stayed behind with the Mirkwood Elves in Greenwood the Great and had later was lost in the destruction of Amon Lanc. After millennium it has fallen into the hands of Sauron settling in the forest.
    2. Alternatively this artifact was recovered by Easterlings that brought it to Dol Guldur as a token of loyalty to their Dark Lord from the East. Maybe there is more shards of Illuin surviving Melkor’s destruction; too small to notice by anyone important; recovered by the Men of the East. (Maybe Blue Wizards went also with the search of them agenda?)
    3. Lastly it could be a piece Omar recovered by Sauron from the Sea of Nurnen, a speculated remnant of vastly shrunken Sea of Helcar in Mordor. The light of Omar was golden but the “ice-water-vapor” transformation could just change it into the bluish.
Maybe it could fit into your restoring of the failing light concept, maybe not.


Appologies for the broken English, as always.
Cheers!

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