Additional ideas for Secrets Buried
Additional ideas for Secrets Buried
I'm running Secrets Buried from DoM next. I'd like there to be some kind of an event before the party reaches Dol Guldur, and would appreciate your ideas. A building, an encounter of some sort, something to investigate, a "scripted" occurrance (like when Baldor drank from the enchanted stream in the first adventure of TfW). Bear in mind Radagast is travelling with the company. I'm kind of having a hard time imagining stuff in the heart of Mirkwood (besides "It's really dark and gloomy and there's lots of trees"). Thanks!
Re: Additional ideas for Secrets Buried
I've not run it yet but rather than Radagast accompanying them there I'm planning on my players going alone. I'm not a fan of powerful NPCs accompanying the PCs so I always try to avoid such things as I think it lessens player agency; a lot of the time simply because they look to the NPC for leadership, to do things, etc and not because of what the adventure author has actually put in the game!
So... I had an idea of including an old Huorn that the PCs could question in some way. He's a mad old sod, dangerous even, but Radagast has tamed him to some degree or they at least have an uneasy acceptance of each other. The PCs could discuss comings and goings with him and the like, making for a strange and slightly sinister Encounter in order to coax useful titbits out of the ancient thing. I've not researched it fully yet to see if such a thing really fits in with the lore as it feels like a bit of a stretch* so will have to see but if it didn't work then I was also playing with the idea of the Brown Wizard providing them with some kind of concoction in order for them to communicate effectively, or use it on an animal scout of Radagast rather than the Huorn, but it would also give them some other dreamlike (possibly nightmarish) experiences, but they'd provide vague/odd insights related to each character, personal backgrounds, or the campaign in some way or another.
By the way, considering the above, I do like my TOR games to be a little surreal and strange where Radagast is involved and/or concerned. Have you read the description of where he lives; the fella is blatantly a Timelord and his TARDIS is his house. That, or he's an Amberite. Maybe a shadow of Dworkin.
* Although I'll nearly always let something slide if I like the idea alot.
So... I had an idea of including an old Huorn that the PCs could question in some way. He's a mad old sod, dangerous even, but Radagast has tamed him to some degree or they at least have an uneasy acceptance of each other. The PCs could discuss comings and goings with him and the like, making for a strange and slightly sinister Encounter in order to coax useful titbits out of the ancient thing. I've not researched it fully yet to see if such a thing really fits in with the lore as it feels like a bit of a stretch* so will have to see but if it didn't work then I was also playing with the idea of the Brown Wizard providing them with some kind of concoction in order for them to communicate effectively, or use it on an animal scout of Radagast rather than the Huorn, but it would also give them some other dreamlike (possibly nightmarish) experiences, but they'd provide vague/odd insights related to each character, personal backgrounds, or the campaign in some way or another.
By the way, considering the above, I do like my TOR games to be a little surreal and strange where Radagast is involved and/or concerned. Have you read the description of where he lives; the fella is blatantly a Timelord and his TARDIS is his house. That, or he's an Amberite. Maybe a shadow of Dworkin.
* Although I'll nearly always let something slide if I like the idea alot.
TOR resources thread: viewtopic.php?f=7&t=62
TOR miniatures thread: viewtopic.php?t=885
Fellowship of the Free Tale of Years: viewtopic.php?f=7&t=8318
TOR miniatures thread: viewtopic.php?t=885
Fellowship of the Free Tale of Years: viewtopic.php?f=7&t=8318
Re: Additional ideas for Secrets Buried
I agree. The first time my players encountered Radagast ("this wizard's the real McCoy!") was a lot of fun, and he's been entertaining ever since (I don't play him as a buffoon, just working on a completely different paradigm than anyone else).Rich H wrote:By the way, considering the above, I do like my TOR games to be a little surreal and strange where Radagast is involved and/or concerned. Have you read the description of where he lives; the fella is blatantly a Timelord and his TARDIS is his house. That, or he's an Amberite. Maybe a shadow of Dworkin.
The big group has (in 2948) elected to attempt to approach Dol Guldur spontaneously, and without any sort of planning, research or support. So it should be interesting.
Jacob Rodgers, occasional nitwit.
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Re: Additional ideas for Secrets Buried
Thanks Rich, the Huorn is actually just the kind of idea I was looking for! I'm also contemplating on the characters going alone (without Radagast), and the more I think about it the more I like it.
Re: Additional ideas for Secrets Buried
Ah, so that's what the professor meant about Shadow?Rich H wrote:That, or he's an Amberite. Maybe a shadow of Dworkin.

Re: Additional ideas for Secrets Buried
Maybe!Mim wrote:Ah, so that's what the professor meant about Shadow?Rich H wrote:That, or he's an Amberite. Maybe a shadow of Dworkin.
TOR resources thread: viewtopic.php?f=7&t=62
TOR miniatures thread: viewtopic.php?t=885
Fellowship of the Free Tale of Years: viewtopic.php?f=7&t=8318
TOR miniatures thread: viewtopic.php?t=885
Fellowship of the Free Tale of Years: viewtopic.php?f=7&t=8318
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Re: Additional ideas for Secrets Buried
I don't think it's so bad having Radagast tag along for this adventure. When I ran it I played Radagast as being very uneasy, kind of scared even, as the party explored Dol Gulder. I figured if they saw Radagast wasn't happy about being there it'd only make them feel the threat of the place even more.
Re: Additional ideas for Secrets Buried
panzerattack wrote:I don't think it's so bad having Radagast tag along for this adventure.
I agree! Just to clarify, it's more a foible/weakness of my players as to how they behave when a high-powered NPC is around than anything else.
... That's a really nice idea and if Radagast is a little paralysed through his fear then it does prompt the player-heroes to step up and take charge.panzerattack wrote:When I ran it I played Radagast as being very uneasy, kind of scared even, as the party explored Dol Gulder. I figured if they saw Radagast wasn't happy about being there it'd only make them feel the threat of the place even more.
TOR resources thread: viewtopic.php?f=7&t=62
TOR miniatures thread: viewtopic.php?t=885
Fellowship of the Free Tale of Years: viewtopic.php?f=7&t=8318
TOR miniatures thread: viewtopic.php?t=885
Fellowship of the Free Tale of Years: viewtopic.php?f=7&t=8318
Re: Additional ideas for Secrets Buried
Agreed. My heroes just recently decided to turn away from going to Dol Guldur by themselves... when they have Radagast accompany them and see that he's a bit freaked out, it should be very effective.Rich H wrote:panzerattack wrote:I don't think it's so bad having Radagast tag along for this adventure.
I agree! Just to clarify, it's more a foible/weakness of my players as to how they behave when a high-powered NPC is around than anything else.
... That's a really nice idea and if Radagast is a little paralysed through his fear then it does prompt the player-heroes to step up and take charge.panzerattack wrote:When I ran it I played Radagast as being very uneasy, kind of scared even, as the party explored Dol Gulder. I figured if they saw Radagast wasn't happy about being there it'd only make them feel the threat of the place even more.
Jacob Rodgers, occasional nitwit.
This space intentionally blank.
This space intentionally blank.
Re: Additional ideas for Secrets Buried
Excellent idea, to encourage the sense of dread and fear by using Radagast in this way. 

Tale of Years for a second, lower-level group (in the same campaign).
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