Crossing the Celduin *Spoiler alert*

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/
Corvo
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Re: Crossing the Celduin *Spoiler alert*

Post by Corvo » Thu Feb 05, 2015 5:31 pm

Khamul wrote:What is Light of the Stars?
You can find it in tHotW, page 79-80
It's another spell associated with the Wood-elf magic virtue

Khamul
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Re: Crossing the Celduin *Spoiler alert*

Post by Khamul » Thu Feb 05, 2015 7:15 pm

Thank you sir! :)

Majestic
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Re: Crossing the Celduin *Spoiler alert*

Post by Majestic » Fri Feb 06, 2015 8:07 pm

As I'm prepping to run "Crossings" next, I've got a number of questions. FWIW none of these are issues or questions I couldn't easily improvise and come up with something on, I also greatly enjoy the community here and have come to really appreciate the different perspectives people bring, which can often lead to improvements. Besides, it never hurts to get more advice.

Most things in this adventure that aren't spelled out are pretty easy to improvise for (for instance, Lockmand's guards aren't given stats, so I'll probably just use Outlaw Warriors from Kinstrife. But here's a few things I'd appreciate getting advice and input on, regarding the actual battle itself:

1) This adventure was probably written back when Preliminary Rolls were still kind of a new thing, and hadn't been fine-tuned and actually put in as part of the official rules. In the 'Preparations For Battle' segment, there's a number of things the company can do to prep for the coming assault. It says "For every successful roll, the company gains a bonus Success di for each companion; these dice will be added to those that the adventurer's receive..." (basically the ones from Preliminary Rolls). The way I'm reading this, if I've got seven heroes, and they succeed at, say, training the townsfolk in fighting and archery, then they each get an extra Success die! That seems like a lot, especially because I can foresee my players doing at least a couple of these. They often get 1-2 Success dice already, so I could see them each having 3-5 now. Which is probably a good thing for such an epic battle. Did anyone else run it this way, with so many bonuses?

2) It doesn't spell out how many Opening Volley rounds there will be, which I suppose really depends on where the PCs set up and place themselves. The Goblins with arrows aren't given a lot of attention, really. Depending on how my PCs approach things, I anticipate them setting up on the upper level (or roof) of the tollhouse, so I'm thinking they should get something like two Opening Volleys.

3) I'm not exactly positive what the tactics of the 'First Assault' Orcs are supposed to be accomplishing. 8 of the 12 Orcs (and their Wargs) leap off the bridge and try to reach the bank. I figure this is on the far side (the side of Celduin) where they do so? And other than archery fire, the only PCs that would engage them would be ones who decided to fight down on the banks of the river? Then if the Orcs succeed in opening up the gate/portcullis, the only Orcs left to enter would be whoever is still alive among the four wolves (whose riders scaled the tollhouse Orc-Chieftain and Wolf Leader?

I'll probably have a few more as I continue to read through it. Thanks in advance for your input!
Tale of Years for a second, lower-level group (in the same campaign).

Majestic
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Re: Crossing the Celduin *Spoiler alert*

Post by Majestic » Fri Feb 06, 2015 9:09 pm

Majestic wrote:Most things in this adventure that aren't spelled out are pretty easy to improvise for (for instance, Lockmand's guards aren't given stats, so I'll probably just use Outlaw Warriors from Kinstrife.
Actually, I'll more likely use the Thugs from Don't Leave the Path, as the Outlaw Warriors have too much armor (or a cross between the two).
Tale of Years for a second, lower-level group (in the same campaign).

Indur Dawndeath
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Re: Crossing the Celduin *Spoiler alert*

Post by Indur Dawndeath » Fri Feb 06, 2015 9:11 pm

We did it like this:
Every player can try two tasks per day. So they worked together...
Repair the Tollgate requires: 2 x Craft TN16. (Adds +1 Bonus die for all players for each of the 3 phases, if the gate holds)
Train Villagers: 1 x Insight TN14 (Draft the right persons),1 x Battle TN14 (Train them), 1 x Inspire TN14 (Get them to fight) (Adds +1 Bonus die for all players for each of the 3 phases if they survive)
Spy on the Enemy: 3 x Explore TN14 (Learn about each wave, per explore. Gain +1 bonus die for all players foe each of the 3 phases if successful)
I prepared some other tasks, like barricading the control room, trapping the riverbanks but the players chose to barricade the bridge and prepare fires on the opposite side... I granted bonus dies for that as well.

En route to Celduin bridge I prepared several encounters intended to delay the players:
They heard locals that had seen Lockmand with a huge chest and a few guards. That delayed the players when they went after him into the Long marches.
I placed an orc force, that they could ambush and prevent them from pillaging the countryside. They left them alone...
I had refugees from mirkwood try to cross Celduin, while being attached by GKs wolves. The players had to help or they would receive shadow for abandoning the refugees. They took the time to fight the wolves, but hurried on, without helping them build rafts...

In the end my players had one full day to prepare...

The battle itself was increased much in difficulty:
But I also gave the players extra options for their Hope.
1 Hope and Gerold would attack the strongest foe in your engagement
1 Hope and the Villagers would fire arrows at your engagement and make them weary for 1 round
1 Hope and Beoric, the guard captain in Celduin bridge would come to your aid with his great shield add +5 to parry for one round
1 Hope and you get a second wind. One of Erics daughters come running with a pint of beer smiling. Heal Basic Heart + 1d6 Endurance.

1st wave was led by Ghor, whom they had been defeated by previously. I gave him No quarter special ability, because he did not want to make the same mistake again, with him 2 Black Uruks and the wolfriders.
The players defeated him on the bridge and all his orcs. Total victory.
2nd wave was the Troll. A Hill Troll Champion. Favourite weapon and a great shield. 30 goblin archers.
The players killed the Troll before he even took one swing at the gate, our Lucky Hobbit did the job with his kings blade. They ignited the prepared fires (Oil and firewood) and charged the 30 goblins. They all Intimidated very well and routed everyone.
Grand assault: I made a list where for 12 rounds each player faced 1-3 opponents from a wounded goblin to an angry Hill-Troll. Every opponent slain granted the player a bonus die. Every round different opponents as the total chaos of GK's frienzied army charged.
After 12 rounds GK arrived, only a few could endure his presence, so now I used the original Feat die and rules from the book. I enhanced GK to be able to use Visions of Torment if the players failed the Fear test. That was pretty effective :)
In the end they managed to push GK in Celduin, heeding the Ravens last words.

It was an epic fight!!

I hope you can use some of this as inspiration.

Cheers
One game to rule them all: TOR

Majestic
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Re: Crossing the Celduin *Spoiler alert*

Post by Majestic » Fri Feb 06, 2015 9:21 pm

Great stuff, Indur Dawndeath. Nicely done! 8-)

[p.s. - I still to this day remember the cool image for the 'Middle-earth: The Wizards CCG card that bears your name, even though I don't think I ever actually played that game]
Tale of Years for a second, lower-level group (in the same campaign).

Indur Dawndeath
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Re: Crossing the Celduin *Spoiler alert*

Post by Indur Dawndeath » Sat Feb 07, 2015 11:50 am

I actually never played that game, so thank you for the picture :)
My fascination of the different Nazgûl originats from ICE. I love the great backgrounds they have come up with for each Nazgûl. :twisted:

Cheers
One game to rule them all: TOR

Majestic
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Re: Crossing the Celduin *Spoiler alert*

Post by Majestic » Mon Feb 09, 2015 11:32 pm

Anybody else got any insight, input, or ideas? I'll likely at least get started with "Crossings" this coming weekend.
Tale of Years for a second, lower-level group (in the same campaign).

zedturtle
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Re: Crossing the Celduin *Spoiler alert*

Post by zedturtle » Tue Feb 10, 2015 2:32 am

Majestic wrote:Anybody else got any insight, input, or ideas? I'll likely at least get started with "Crossings" this coming weekend.
Hmmm.... I'd point out that the Troll is one of the very few non-scaled combats in the game. With seven players, they took it out pretty easily. I seem to recall that you've got a big group; you might want the troll to bring his buddy, just so they'll feel a bit more threatened.

My players laid out wood on the bridge and soaked it with lamp oil. Each round, the goblins shot flaming arrows at the village... I rolled the Feat Die: a Gandalf meant they landed harmlessly in the river, a Sauron meant the bridge caught on fire prematurely (they were planning to fire it when the GK got there), any number counted towards damage to the village's buildings (every chunk of damage meant another building destroyed). That provided an interesting backdrop to the smaller scale conflict.
Jacob Rodgers, occasional nitwit.

This space intentionally blank.

Majestic
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Re: Crossing the Celduin *Spoiler alert*

Post by Majestic » Tue Feb 10, 2015 5:12 am

Good stuff, zed. And yes, my group is bigger (usually at least six PCs). Were you thinking a second Hill Troll?

And thanks for the good ideas!
Tale of Years for a second, lower-level group (in the same campaign).

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