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Re: Campaign outlines

Posted: Sun Jun 29, 2014 6:27 pm
by zedturtle
I really want to help you out, but I don't quite understand the question. What exactly do you mean by the before and after?

Re: Campaign outlines

Posted: Sun Jun 29, 2014 6:36 pm
by Stormcrow
For example, your description of the Lord of the Nazgul going from being a powerful and feared Witch-king to a shade that haunts lonely places, and the player-heroes are somehow responsible.

Re: Campaign outlines

Posted: Sun Jun 29, 2014 6:46 pm
by zedturtle
Well, in the case of the Quest of Erebor; the before is that the north is home to a powerful Dragon; the after is that the Dragon is dead and the various free people are united instead of divided.

Is that what you were looking for?

Re: Campaign outlines

Posted: Sun Jun 29, 2014 6:59 pm
by Stormcrow
The other way round: we've got the before and after of your Witch-king campaign, now tell us about what quest the player characters go on to bring about the reduction of the Witch-king's power, and what motivates them to do it.

Re: Campaign outlines

Posted: Sun Jun 29, 2014 9:12 pm
by zedturtle
Stormcrow wrote:The other way round: we've got the before and after of your Witch-king campaign, now tell us about what quest the player characters go on to bring about the reduction of the Witch-king's power, and what motivates them to do it.
Oh, ok that makes more sense. Be warned, that idea is 3+ years old and relies on a more simplistic understanding of the Ringwraiths than I have now. In any case, I will need a real keyboard in order to type it all out, so expect something more substantial in a few hours.

Re: Campaign outlines

Posted: Sun Jun 29, 2014 10:53 pm
by Rocmistro
Otaku-sempai wrote:
Rocmistro wrote:One of my PC's played the ancestor of Elured/Elurin. Of course, we never got as far as the white tree sapling, but that's life.
I presume that you meant that one of your PCs was a descendant of one of the brothers (unless your campaign took place in the early First Age).
Haha. Yes, sorry, Otaku, that's correct. A descendant.

Re: Campaign outlines

Posted: Sun Jun 29, 2014 11:00 pm
by Glorelendil
Rocmistro wrote:
Otaku-sempai wrote:
Rocmistro wrote:One of my PC's played the ancestor of Elured/Elurin. Of course, we never got as far as the white tree sapling, but that's life.
I presume that you meant that one of your PCs was a descendant of one of the brothers (unless your campaign took place in the early First Age).
Haha. Yes, sorry, Otaku, that's correct. A descendant.
They're elves. Could also be ancestor...

Re: Campaign outlines

Posted: Mon Jun 30, 2014 1:00 am
by zedturtle
So, as I mentioned earlier, this idea is informed by the more simple understanding that I had of the Ringwraiths and their powers when I originally wrote it. If you believe that a group of regular people who have a strong fellowship with their neighbors is better defense against the terror of the Ringwraith than a single one of the Wise (if he is weary and miserable) then you don’t necessarily need this to understand Bree and Weathertop… but if your understanding is more about absolute power, then this might help. I've tried to highlight where I think Adventuring Phases would be by making them bold.

The heroes are in service to someone who cares very much about Wilderland, its people and the looming shadow of Dol Guldur. Radagast is excellent for this, Beorn or Thranduil will do in a pinch. In any case, it is 2951 or later and they are tasked with scouting out Dol Guldur. After this dangerous scouting mission, they are able to report back that the Nazgûl have reoccupied Dol Guldur. Once he learns of this new danger, their patron sends the heroes to report to the member of the White Council who has studied longest the Enemy… Saruman. After a harrowing journey to Orthanc, the PCs learn that the strongest and chief of the Enemy’s servants is the Witch King of Angmar.

It is prophesied that no living man can kill the Witch King, but the wizard explains that the Nazgûl are weakened by running water. Saruman thinks that if the heroes can get the Witch King to Tol Brandir, the world may be safe for many a long year (and Saruman will have less competition, but he doesn’t say that to the PCs). This proposal has three major components: lure the Witch King to a known location, capture the powerful undead sorcerer and convey him to the falls of Rauros. It might well be noted that the location of Tol Brandir means that it might end being a one-way trip for the PCs.

Saruman recommends that the heroes visit the Lady Galadriel, the elves have the most potency against the undead… she might be able to help. But visiting the Lady of the Golden Wood is easier said than done: an encounter with Haldir leads to errands for the heroes before they have audience with the Lady. She allows that what Saruman proposes may be possible… she gives the heroes a length of silver rope and a circlet of mallorn leaves. If the Witch King can be bound by the rope, silenced by some means and the circlet placed on his invisible head, he might be manageable.

The heroes return to Dol Guldur. While Nazgûl occupy the fortress, the Witch King is not present. The PCs must draw him out. Many ideas are discussed (and are valid) but eventually a series of attacks on Dol Guldur’s forces is decided upon. Eventually, the Witch King brings reinforcements; but a clever ruse by the heroes captures the sorcerer. Beset by psychic attack, the heroes must travel down the Anduin before their will fails. They reach Tol Brandir, setting the Witch King upon its shores. They then commit themselves to going over the falls of Rauros. Generous LMs might let them be rescued by the Eagles (especially if their patron is Radagast).

---

It has some weaknesses, and I'm not thrilled by Galadriel's gifts, nor my continued vagueness in confronting the Witch King. At least he won't think it is his hour; that is not yet come.

Re: Campaign outlines

Posted: Mon Jun 30, 2014 4:12 am
by Rocmistro
Zed:

It's not bad, but it's a little too overt for my tastes. Perhaps if it was one of the "lesser" Nazgul?

What about this as an idea.

Warning: Forgive me if I'm straying non-canonically in any of this. Having read volumes of MERP and watched volumes of PJ's interpration, I confess to maybe having the wrong versions of canon in some of what follows.

You mention that WKA was tasked to reclaim Dol Guldur in 2951 and by 3018 he has "barely a Morgul Knife to his name." I suppose one interpretation is that he has diminished in power. Another interpretation is that his mission changed. Prior to the "incident with the dragon", the Ring was buried under a mountain of rock. After Bilbo gets it, Sauron senses it "on the move", which causes him to drastically change his tactics. Instead of preparing slowly for a military victory, he begins to search for the ring, and of course, he does this primarily via the 9.

In fact I'd like to propose that the Nazgul had 2 general orders. First was to find the One Ring. Second was to hunt down and kill any heirs of Isildur.

So I think a less "overt" campaign might involve the PC's acting as a bunch of red herrings. Essentially then, their task would be to dangle the carrot in front of the Ringwraiths, and/or the Witch King specifically, with false information about the One Ring and/or he presence of one of Isildur's Heirs. They would be responsible for leading him/them on a wild goose chase all over Eriador, essentially buying time and exhausting the enemy's will, waging small guerilla battles when victory was assured. Things of that nature.

Perhaps the PC's could be the first members in a "secret society", a special forces group if you will, who are tasked with this very agenda for the next ~70 years. Being mostly successful, they are able to "buy time" for Aragorn to grow up, the White Council to learn more, etc. before the final War...

Re: Campaign outlines

Posted: Mon Jun 30, 2014 1:00 pm
by zedturtle
Yeah, I'm not super enamored of this idea any more ... Of course, the original topic (in 2011) was how to be awesome in Middle Earth.

Your idea has some potential, i would have to reread "The Hunt for the Ring" there are some ideas there I think.

Also, a combination of factors has been wanting to write an essay titled something like "Fate and Free Will; Canon and Roleplaying in Middle Earth"