An Adventure
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An Adventure
I've been a Loremaster for a while now, using a mixture of my own material and the published adventures. I decided type out an adventure in detail, to share with all of you here. The dropbox link at the bottom of this post contains two files: a .txt file containing the adventure itself, as well as a terrible but functional map I drew in MS Paint.
I'll note that at times, this adventure gets a little darker than most TOR adventures. Not one to run for your little kids. Additionally, in some cases, the companion's successful rolls can have negative consequences. There's an element of mystery to this adventure, and if the companions successfully pursue the wrong course of action, it will bite them in the butt. I realize that many LMs would disagree with this decision.
I wrote this adventure in a somewhat generic sense, a la "Nine in the Hall" from DoM. This is because I often use the same adventure for the two groups that I run, tailoring it to each group.
Here's the When/Where/What/Why/Who, for those who just want the outline.
When: The company may undertake this quest any winter starting in 2951. Companies taking on this quest in later years should hear of similar occurrences that have happened since 2951.
Where: The adventure begins in the city of Dale, or any nearby Dalish settlements where the company may winter. It takes them into the Northern Dale-lands.
What: A child goes missing in the midst of a blizzard, prompting the company to mount a search. When they find out where the child has ended up, they must quickly mount a rescue.
Why: A young innocent has gone missing. And if the year is later than 2951, these occurrences are beginning to instill, or already have instilled, a great fear and darkness in these peaceful lands.
Who: Whoever hosts the company, as well as at least one acquaintance of the host and at least one child.
https://www.dropbox.com/sh/reh0djbwkv9j ... nWm-a?dl=0
EDIT: I wrote the .txt file on my wide-screened laptop. I have replaced the dropbox link to go to a version that should be more readable.
I'll note that at times, this adventure gets a little darker than most TOR adventures. Not one to run for your little kids. Additionally, in some cases, the companion's successful rolls can have negative consequences. There's an element of mystery to this adventure, and if the companions successfully pursue the wrong course of action, it will bite them in the butt. I realize that many LMs would disagree with this decision.
I wrote this adventure in a somewhat generic sense, a la "Nine in the Hall" from DoM. This is because I often use the same adventure for the two groups that I run, tailoring it to each group.
Here's the When/Where/What/Why/Who, for those who just want the outline.
When: The company may undertake this quest any winter starting in 2951. Companies taking on this quest in later years should hear of similar occurrences that have happened since 2951.
Where: The adventure begins in the city of Dale, or any nearby Dalish settlements where the company may winter. It takes them into the Northern Dale-lands.
What: A child goes missing in the midst of a blizzard, prompting the company to mount a search. When they find out where the child has ended up, they must quickly mount a rescue.
Why: A young innocent has gone missing. And if the year is later than 2951, these occurrences are beginning to instill, or already have instilled, a great fear and darkness in these peaceful lands.
Who: Whoever hosts the company, as well as at least one acquaintance of the host and at least one child.
https://www.dropbox.com/sh/reh0djbwkv9j ... nWm-a?dl=0
EDIT: I wrote the .txt file on my wide-screened laptop. I have replaced the dropbox link to go to a version that should be more readable.
Last edited by robert_pat on Tue Aug 11, 2015 10:00 pm, edited 1 time in total.
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Re: An Adventure
I liked it. I hope you don't mind if I say that the set-up isn't particularly original, but there are some interesting twists, and an underlying darkness that add some bite to this adventure. I'd play it.
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Re: An Adventure
I agree. Hopefully the set-up seems less generic when tailored to a specific group. At any rate, it's probably best to dive into the meat of the adventure sooner, rather than later.Finrod Felagund wrote:I liked it. I hope you don't mind if I say that the set-up isn't particularly original, but there are some interesting twists, and an underlying darkness that add some bite to this adventure. I'd play it.
Re: An Adventure
I enjoyed it, but then I have posted a couple of adventures about captured children. 

Re: An Adventure
I like it!
I think it can be used also in any Beorning/Woodmen settlement, after all Rohirrim had a word for Undead ("dwimmerlaik", literally "work of necromancy, spectre") which comes from an older language spoken in Wilderland (and related to Dalish and the Vale of Anduin tongue). It may hint to some old Barrows in the area...
I think it can be used also in any Beorning/Woodmen settlement, after all Rohirrim had a word for Undead ("dwimmerlaik", literally "work of necromancy, spectre") which comes from an older language spoken in Wilderland (and related to Dalish and the Vale of Anduin tongue). It may hint to some old Barrows in the area...
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Re: An Adventure
I'm glad!Wbweather wrote:I enjoyed it, but then I have posted a couple of adventures about captured children.
Yeah, it wouldn't be hard to relocate it, and the areas around Mirkwood are prime targets. Actually, I had an idea last night, to relocate it to the city of Dale definitively. After all, the Bardings likely built much of their new city right on top of Old Dale, as ancient peoples are wont to do. Who knows what might lurk in the buried chambers and passages of the old city?Arthadan wrote:I like it!
I think it can be used also in any Beorning/Woodmen settlement, after all Rohirrim had a word for Undead ("dwimmerlaik", literally "work of necromancy, spectre") which comes from an older language spoken in Wilderland (and related to Dalish and the Vale of Anduin tongue). It may hint to some old Barrows in the area...

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Re: An Adventure
however, I think you can do more with the journey. I would add a subplot or two. Remember in toljein, the journey is always the adventure and needs to be as memorable as the rest. Even encounters with traveling con artists or a hobbit inspred to steal treasure from erebor... fool of a took... have memorable events and characters during this section of the journey.
you also have a hoard in the wights tomb. How about a matched item to what the child took, that reveals emotionally to the wearer the descent of the child to wighthood. Corruption tests please.
the dark suicide part should he foreshadowed earlier, like father smashing and burning an apold piece of furniture built by the relative but not even kept in the house, showing his convlict with his ancestors.
Live the childs descent. Wonderful plot hook, probably resulting in a race against time to rivendell, with the nazgul pursuing to claim the wight for the shadow and put him into their plans.
garrett
Read my campaign's journal entries at https://the-company-of-the-whiskey-drin ... ortal.com/
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Re: An Adventure
Thanks for your feedback and support!
I was very wary about doing too much with the journey. The Bardings who accompany the Fellowship would probably turn back if it turned into a multi-day journey, because no one expected the trail to be that long, or maybe even give up hope altogether.
The main reason I was light on the Journey is what's waiting for the Companions at the end, coupled with the suggested timing of this adventure. I think that, given their opponent's special abilities and stats, the Companions may have a fairly hard time triumphing as is.
Just to clarify, the child did not take anything, the wraith put the amulet on the child to curse it. However, this does give me an idea. I think I'll put in some clues in the wraith's Hoard that link it to the child's family.
I don't know about foreshadowing; the ancestor lived so long ago that by now it's pretty much just a nasty rumor, which only the neighbor's family really believes. After all, if someone told you that your great-great-great-great grandfather was a serial killer, would you even believe it, let alone feel great inner turmoil? Personally, I would not.
You are clearly a much kinder LM than I. That sounds like an exciting adventure you described there, but I would probably have the child turn fully, unless the Company just happened to spend a Fellowship phase nearby just prior to the turn.
I was very wary about doing too much with the journey. The Bardings who accompany the Fellowship would probably turn back if it turned into a multi-day journey, because no one expected the trail to be that long, or maybe even give up hope altogether.
The main reason I was light on the Journey is what's waiting for the Companions at the end, coupled with the suggested timing of this adventure. I think that, given their opponent's special abilities and stats, the Companions may have a fairly hard time triumphing as is.
Just to clarify, the child did not take anything, the wraith put the amulet on the child to curse it. However, this does give me an idea. I think I'll put in some clues in the wraith's Hoard that link it to the child's family.
I don't know about foreshadowing; the ancestor lived so long ago that by now it's pretty much just a nasty rumor, which only the neighbor's family really believes. After all, if someone told you that your great-great-great-great grandfather was a serial killer, would you even believe it, let alone feel great inner turmoil? Personally, I would not.
You are clearly a much kinder LM than I. That sounds like an exciting adventure you described there, but I would probably have the child turn fully, unless the Company just happened to spend a Fellowship phase nearby just prior to the turn.
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Re: An Adventure
Oh, I'd have the child turn. The person wearing the matching amulet or in possession of it would have dreams of sickness and slipping into the shadow but not be able to see who it is.
And not everything that happens on the road has to be combat. Like the con artist or hobbit thinking he can steal from Erebor, these are interesting interactions.
As for kind, we'll see what my players think once I get my campaign going this weekend.
Garrett
And not everything that happens on the road has to be combat. Like the con artist or hobbit thinking he can steal from Erebor, these are interesting interactions.
As for kind, we'll see what my players think once I get my campaign going this weekend.
Garrett
Read my campaign's journal entries at https://the-company-of-the-whiskey-drin ... ortal.com/
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