Chains of Thangorodrim (TfW spoilers)
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Chains of Thangorodrim (TfW spoilers)
I'll save the details for the write up of my actual play post, but my players went a different direction than the authors intended during a Darkness in the Marshes. When they got to the Dwimmerhorn, they snuck into the temple and eavesdropped on Ghor, Lockmand, and the Gibbit King. But much to my surprise, rather than running off, they decided to attack! They killed GB and Ghor, and then the Beorning character took the chains of Thangorodrim himself! They then fled with it back to Rhosgobel, to see what Radagast thinks about it, and that's where we stopped.
So I need help deciding what Radagast is going to tell them to do about it. Is he going to . . .
1. Tell them it is too terrible a weapon to be held in Rhosgobel, and that they must destroy it, a la the one ring? If so, how is it destroyed?
2. Tell them to take it to Rivendell to ask Elrond what to do with it? Then I can use the new Rivendell supplement.
That's actually all I can think of right now. Who knows, my party might think of something even more clever, but I just wanted to be prepared with options.
Is there anyway to tie this into Darkening of Mirkwood? We're about to start that.
So I need help deciding what Radagast is going to tell them to do about it. Is he going to . . .
1. Tell them it is too terrible a weapon to be held in Rhosgobel, and that they must destroy it, a la the one ring? If so, how is it destroyed?
2. Tell them to take it to Rivendell to ask Elrond what to do with it? Then I can use the new Rivendell supplement.
That's actually all I can think of right now. Who knows, my party might think of something even more clever, but I just wanted to be prepared with options.
Is there anyway to tie this into Darkening of Mirkwood? We're about to start that.
Re: Chains of Thangorodrim (TfW spoilers)
If anyone gets close enough to touch the chain, they gain one Shadow point. The chain is too big and heavy to be stolen.
When placed around a creature, the chain
robs the creature of all free will and forces them to
serve the master of the chain.
p. 104, Tales of the WilderlandWhen the Necromancer claimed Dol Guldur as his
new sanctum, the chain was brought there and given
into the keeping of the Gibbet King, although the
Necromancer retained mastery of the artefact.
I think that just taking the chain in your hands should have an effect simmilar to that of holding the One Ring (although not so powerful). The heroes will should be tested everyday to avoid taking the chain back to it's master (Sauron) or it's keeper (the Gibbet King). All in all, I think the group shouldn't have been able to carry it like a normal chain. Just it's weight is greater than anything a single human could carry.
But in your game your players did, so we have to decide what to do now

I would advise against letting the heroes carry the chain anymore (taking it to Rivendell across the High Pass and such). You could say that, as they distance themselves from Dwimmerhorn, the chain grows in weight, as if a will of it's own doesn't want to be taken away. Characters around it should begin to roll Corruption and have black dreams.
Radagast should advise to take it somewhere far from humans and evil eyes. It cannot be destroyed by normal means, but they cannot keep it hidden forever. Maybe using the fire of a dragon to destroy it? But how can someone use a dragon for it? Maybe the adventure "The Watch on the Heath" might be tweaked for this.
There's no place in the Southern Anduin Valleys that comes to mind where such an artifact could be kept forever (not far from Dwimmerhorn, so that the players could carry it's weight in a wagon or such), but maybe you could come up with some ancient elven fortress, abandoned but still blessed by elven magic, that manages to keep it secret from the eyes of the Enemy. The Elftower in Heart of the Wild (p. 51) could be used for this, by removing the part about the Necromancer's apprentice that took up residence there.
In fact, the player's might have to take it there in secret, avoiding the spies of the Gibbet-King that should be looking for the stolen chain. And, when arriving at the Elftower, maybe Galadriel could be waiting for them there with an escort of Galadhrim and an Encounter should follow, where the heroes must convince her to be authorized to use the tower for this. With a great success, she could even agree to use Nenya's powers to cloack the presence of the chain in the tower, as she does with Lorien.
Hope it helps!
Re: Chains of Thangorodrim (TfW spoilers)
Their immediate problem is that they've just stolen the relic that's central to the Gibbet King's plans, so he's going to throw everything he has at Rhosgobel as fast as he can to get it back. Dwimmerhorn's going to empty itself; he'll bargain with the cruel men of the Toft for aid, and maybe stir up the Spiders too - lots of juicy Woodmen to eat, he says to them. Woodwights flock to his desperate call.
I quite like the mental image of Radagast in chains, a skeleton clinging to his shoulders, the Wizard staggering through the forest in thrall to the Gibbet King, but at that point you've zoomed miles off the plot of Tales from Wilderland and are off in your own thoroughly awesome story.
I quite like the mental image of Radagast in chains, a skeleton clinging to his shoulders, the Wizard staggering through the forest in thrall to the Gibbet King, but at that point you've zoomed miles off the plot of Tales from Wilderland and are off in your own thoroughly awesome story.
Gareth Hanrahan
Line Developer - Laundry Files
Line Developer - Laundry Files
Re: Chains of Thangorodrim (TfW spoilers)
Who is GB in the above sentence? I assume you meant GK, but the Gibbet King can't be killed (mad props to Mytholder for that). Sure, you can destroy the current vessel he's possessing, but that doesn't kill him.nazgul_2000 wrote:But much to my surprise, rather than running off, they decided to attack! They killed GB and Ghor, and then the Beorning character took the chains of Thangorodrim himself!
Is there anyway to tie this into Darkening of Mirkwood? We're about to start that.
Things I would do? Every Journey is now at TN 20 regardless of terrain. Anyone near the chain counts as being in a blighted place (Lots of corruption rolls). I introduce the Eye of Mordor rules and say "I was planning on introducing these rules in 2951, when Sauron announces himself. But you're touching a chain forged in the First Age by his boss Morgoth, made especially for the enslavement of the Free People. These rules apply now."
Wherever the chain resides, that place will be under constant attack by the forces of Shadow. Radagast explains that while he might have the power to hold off the attack or bewilder the enemy for a certain amount of time, all of the woodmen who live in Rhosgobel will suffer tremendously. The chain must be taken somewhere else. The Lost Watchtower (in Heart of the Wild) or The Watchtower of Zirakinbar (Tales from Wilderland) might be two possibilities. Minas Raug (where the Sorceress of Mirkwood lives) was built by Sauron and might not be a good choice... Or you could make it be a remnant of the old Elvish fortress never wholly corrupted by Sauron and then it could be an excellent choice.
In any case, once the heroes get the chain to the place they've chosen, the Gibbet King throws all the forces he can muster at them (use the army from the Crossings of Celduin). Then he himself comes, with his black uruks to reclaim the chain. The characters have an opportunity to resolve the combat... if they can utterly defeat his forces, he's dejected and wanders off in bodiless spirit form. It will be many years before he tries his schemes again. Or, if they can get the chain wrapped around his current corporeal form it forms the infinite feedback loop and he's trapped for all eternity.
Jacob Rodgers, occasional nitwit.
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Re: Chains of Thangorodrim (TfW spoilers)
Sounds to me like they are utterly screwed. This isn't one of Sauron's trinkets we are talking about here, this comes from the big M himself. I'm not even sure there would be a power in Middle Earth that could destroy such an item.
Take it somewhere they will never find it would be the only option open to your group in my opinion. Deep under the roots of the earth, or give it to a dragon maybe
to look after. (then you can salvage some of TfW)
Another possibility - total party kill and roll up some new characters that have to avenge their friends and thwart the gibbet king.
Take it somewhere they will never find it would be the only option open to your group in my opinion. Deep under the roots of the earth, or give it to a dragon maybe

Another possibility - total party kill and roll up some new characters that have to avenge their friends and thwart the gibbet king.
Re: Chains of Thangorodrim (TfW spoilers)
I'm sure Saruman would be willing to store the chain safely within Orthanc. Never to be used of course.
Re: Chains of Thangorodrim (TfW spoilers)
Te. he. he.bfl wrote:I'm sure Saruman would be willing to store the chain safely within Orthanc. Never to be used of course.
Jacob Rodgers, occasional nitwit.
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Re: Chains of Thangorodrim (TfW spoilers)
Good ideas, thanks. I hadn't even thought about Saruman yet. Naturally, Radagast would want to notify him of the discovery, as he's the head of the order and all that. I hope they go that direction - he could then try to use it enslave Beorn . . .
For game play, I'm going to give it the following stats:
Chains of Thangorodrim - Wonderous Artefact
Greater blessing: awe
Curse: hunted
Other: treat it as marred as though found in a stronghold of the dark lord (TN 16, 1 shadow point automatically, 3 more on a failed corruption test)
Notes: in the hands of the enemy, the awe-inspiring chains can be used to completely dominate the will of one's prisoners. While not as powerful in the hands of a hero, it is nonetheless a power artefact that can be used to great effect against one's foes.
Admittedly, this is much weaker than the game intended, but I'm going to "dumb it down" a little bit for purposes of my game.
For game play, I'm going to give it the following stats:
Chains of Thangorodrim - Wonderous Artefact
Greater blessing: awe
Curse: hunted
Other: treat it as marred as though found in a stronghold of the dark lord (TN 16, 1 shadow point automatically, 3 more on a failed corruption test)
Notes: in the hands of the enemy, the awe-inspiring chains can be used to completely dominate the will of one's prisoners. While not as powerful in the hands of a hero, it is nonetheless a power artefact that can be used to great effect against one's foes.
Admittedly, this is much weaker than the game intended, but I'm going to "dumb it down" a little bit for purposes of my game.
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Re: Chains of Thangorodrim (TfW spoilers)
You could use it as you describe (cursed artefact) and let them have fun for a little while, but eventually realize that the only way to stop the Gibbet King will be to use it on him.
Or have it stolen back from them by a superior force.
Or have it stolen back from them by a superior force.
The Munchkin Formerly Known as Elfcrusher
Journey Computer | Combat Simulator | Bestiary | Weapon Calculator
Journey Computer | Combat Simulator | Bestiary | Weapon Calculator
Re: Chains of Thangorodrim (TfW spoilers)
Whatever they decide to do with it, it's definitely time to crack open those Eye of Mordor mechanics!
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