Re: Falenthal's new campaign
Posted: Mon May 18, 2015 2:10 pm
The Darkness in the Marshes, 2nd part
Today we played the final part of DitM, with the addition of a third player, the Mirkwood elf.
I'll just explain the changes I made to the adventure to adapt it to the new situation:
1) As I explained before, the group had been detected (they killed an orc patrol and a slave escaped) before leavint towards Rhosgobel. So, priorizing a low profile, the inhabitants of the Dwimmerhorn abandoned the place in a hurry. When the group returned in the company of Radagast, the place was empty... but an evil presence was felt inside the temple, even though the green light had vanished.
2) The company of heroes decided to split: Radagast and the beorning would explore the temple, while the elf and the woodman would explore the outer buildings. We all know the first rule of the players: never split the group. They didn't heed the rule, and the inevitable happened.
3) The outside group just managed to find a sketch of a map in Ghor's quarters, with an X marking somewhere in the northern parts of Mirkwood. The group couldn't discover what it meant. (In my campaign, Ghor stole a map of Greydelve in the first adventure, Blood in the Waters. He has used it to buy the help of one of the exiled dwarves that live in Mirkwood (see The Questing Beast. The X marks the hideout of the exiled dwarves. Frár doesn't know anything about it, and he wouldn't agree to work with orcs in recovering the Greydelve). This is just a secondary plot that maybe the players will never discover, but I have it there in case it's needed sometime in the future.
4) Meanwhile, I used the Secrets Buried plot from DoM to explore the temple, as if it where Dol Guldur. A dark presence was inside (a Nazgûl, Unclad and Unseen), was as they entered, Radagast detected also a faint presence of pure light...
In my campaign, I changed the clues found during the exploration to a pair of dead members of the Erringmen (the Wandering People) (HotW 48). The group had already encountered them in the past, so I felt it interesting to make them appear again. The plot behing this was that they had learned of the great group of orcs and slaves escaping the Gladden Fields and had send this two guys trying to recover some abandoned treasures. But Ghor and his bodyguards had returned just in time to find them, in their way to the dungeons of Dwimmerhorn.
5) Once in the dungeons below the temple, Radagast and the beorning found the presence of a creature of pure evil (a Nazgûl), which forced a Fear test before disappearing shrieking a menace. Ghor and two Uruks, who were manipulating someone in the back of the dungeon, that shimmered with a faint white light, turned to attack the intruders.
Sadly, our beorning couldn't resist the attack of such strong creatures (and some nasty rolls on my behalf helped speed up the heroic death: twice I rolled an Eye AND a tengwar, for 10 base Damage + 5 by spending a Hate point and using Horrible Strenght, plus Injury. One of those rolls was during a Called Shot, activated by a failure with an Eye from the beorning.)
Just for your information, the way I handled Radagast during combat was by making him roll an automatic Rally Comrades every turn. He couldn't be engaged with any adversary, but at the end of every round he rolled 4 Success dice plus Attribute of 9 to recover Endurance as per Rally Comrades.
Also, I made Ghor not enter combat and focus on retrieving the luminiscent prisioner. He could only use the Commanding Voice every turn if needed.
Another ad hoc rule that I made for this situation was to keep track of the number of Gandalf runes rolled by the heroes. If 3 runes were rolled, I'd make the prisioner free herself (yes, herself) and make Ghor escape empty handed.
6) The companions managed to get in the temple and fight the Uruks to death, but his companion was already dead with a coup-de-grâce. This time, the luck of the rolls turned, and I failed a lot of the attacks while the heroes managed many Gandalfs and the subsequent Injuries.
All in all, the exploring of the Dwimmerhorn ended up with the beorning hero dead, Ghor escaped through a secret tunnel, and the rest of the group managed to rescue an elven lady of otherworldly beauty and presence, who introduced herself as Lady Irimë, who was trapped by an evil wight of great power on her way to the Elvenking's Hall, carring a message from Lady Galadriel herself.
Now, I have to prepare Those Who Tarry for the next campaign year: 2950. Just one year before Sauron reveals himself.
Today we played the final part of DitM, with the addition of a third player, the Mirkwood elf.
I'll just explain the changes I made to the adventure to adapt it to the new situation:
1) As I explained before, the group had been detected (they killed an orc patrol and a slave escaped) before leavint towards Rhosgobel. So, priorizing a low profile, the inhabitants of the Dwimmerhorn abandoned the place in a hurry. When the group returned in the company of Radagast, the place was empty... but an evil presence was felt inside the temple, even though the green light had vanished.
2) The company of heroes decided to split: Radagast and the beorning would explore the temple, while the elf and the woodman would explore the outer buildings. We all know the first rule of the players: never split the group. They didn't heed the rule, and the inevitable happened.
3) The outside group just managed to find a sketch of a map in Ghor's quarters, with an X marking somewhere in the northern parts of Mirkwood. The group couldn't discover what it meant. (In my campaign, Ghor stole a map of Greydelve in the first adventure, Blood in the Waters. He has used it to buy the help of one of the exiled dwarves that live in Mirkwood (see The Questing Beast. The X marks the hideout of the exiled dwarves. Frár doesn't know anything about it, and he wouldn't agree to work with orcs in recovering the Greydelve). This is just a secondary plot that maybe the players will never discover, but I have it there in case it's needed sometime in the future.
4) Meanwhile, I used the Secrets Buried plot from DoM to explore the temple, as if it where Dol Guldur. A dark presence was inside (a Nazgûl, Unclad and Unseen), was as they entered, Radagast detected also a faint presence of pure light...
In my campaign, I changed the clues found during the exploration to a pair of dead members of the Erringmen (the Wandering People) (HotW 48). The group had already encountered them in the past, so I felt it interesting to make them appear again. The plot behing this was that they had learned of the great group of orcs and slaves escaping the Gladden Fields and had send this two guys trying to recover some abandoned treasures. But Ghor and his bodyguards had returned just in time to find them, in their way to the dungeons of Dwimmerhorn.
5) Once in the dungeons below the temple, Radagast and the beorning found the presence of a creature of pure evil (a Nazgûl), which forced a Fear test before disappearing shrieking a menace. Ghor and two Uruks, who were manipulating someone in the back of the dungeon, that shimmered with a faint white light, turned to attack the intruders.
Sadly, our beorning couldn't resist the attack of such strong creatures (and some nasty rolls on my behalf helped speed up the heroic death: twice I rolled an Eye AND a tengwar, for 10 base Damage + 5 by spending a Hate point and using Horrible Strenght, plus Injury. One of those rolls was during a Called Shot, activated by a failure with an Eye from the beorning.)
Just for your information, the way I handled Radagast during combat was by making him roll an automatic Rally Comrades every turn. He couldn't be engaged with any adversary, but at the end of every round he rolled 4 Success dice plus Attribute of 9 to recover Endurance as per Rally Comrades.
Also, I made Ghor not enter combat and focus on retrieving the luminiscent prisioner. He could only use the Commanding Voice every turn if needed.
Another ad hoc rule that I made for this situation was to keep track of the number of Gandalf runes rolled by the heroes. If 3 runes were rolled, I'd make the prisioner free herself (yes, herself) and make Ghor escape empty handed.
6) The companions managed to get in the temple and fight the Uruks to death, but his companion was already dead with a coup-de-grâce. This time, the luck of the rolls turned, and I failed a lot of the attacks while the heroes managed many Gandalfs and the subsequent Injuries.
All in all, the exploring of the Dwimmerhorn ended up with the beorning hero dead, Ghor escaped through a secret tunnel, and the rest of the group managed to rescue an elven lady of otherworldly beauty and presence, who introduced herself as Lady Irimë, who was trapped by an evil wight of great power on her way to the Elvenking's Hall, carring a message from Lady Galadriel herself.
Now, I have to prepare Those Who Tarry for the next campaign year: 2950. Just one year before Sauron reveals himself.