SirGalrim's Adventure Summaries
SirGalrim's Adventure Summaries
Thought I would post summaries of our adventures as some others do. I write them for my players anyway. In other campaigns I've had a player write it. But this time I've ended up doing it myself. Hence I also try to keep it brief. We are mostly playing through TfW, but with some other adventures in between. I appreciate feedback and comments to the adventures.
Characters:
Farald - Man of Dale - Wanderer
Lomund - Man of Dale - Warden
Hildebrand - Hobbit - Wanderer
Una - Woman of Lake-town - Warden
Narur - Dwarf - Slayer (Orcs)
Spring 2946 T.A. - The Lost Medallion
The company first met in Lake-town one fine day this spring. Lomund invited us to his grandfather for information about a task he had for us. Some heirlooms of Lomund's family – a medallion and and a scroll of some sorts – had been lost at Shieldwall when Smaug attacked the mountain many years ago. Lomund's ancestor had been the lord of Shieldwall at that time. We went to Shieldwall a few days north-west of Dale. There Lord Ragnald had been tasked of rebuilding the village and the keep, to hold watch of the north. We tried to look in the construction site for the medallion, but found nothing before we where asked to leave the site. Although we learned that one of the workers at the site, Lodin, had gone missing a few days ago. It was rumored he had found something valuable. We decided to ask a little around and ended up helping a few villagers with some mundane tasks before they would part with any information. From what we could gather, Lodin had likely found the medallion, but had not reported it. He had dreamt of leaving town and making a fortune in Dale.
There was a man from south-east called Mr. Grayshaft that seemed to be looking for the medallion also. We where informed by Gundrid at the plain tavern that Grayshaft was to meet Lodin the night Lodin disappeared. We confronted Grayshaft, but he said he never met with Lodin that night as he ran late from a meeting with Lord Ragnald. Grayshaft then reluctantly told us where the meeting with Lodin was scheduled to take place. There, on the edge of the village, we found traces of a struggle and a few paces to the north we found Lodin's scarf caught between a root and a stone. We followed tracks for about a days travel north of the town, and found a old farmstead with smoke from the pipe. People there claimed to be farmers, but we uncovered that they where not being honest. We killed them and found poorly treated Lodin and the medallion. Lodin did not know why the bandits wanted the medallion. We returned to Shieldwall with Lodin. Grayshaft had left the town, and we found no trace of the scroll. We received a small reward from Lord Ragnald. We then returned to Lake-town and spent a few weeks there.
Loremaster notes:
I wanted to start with a simple adventure that tied in to an larger plot I envisioned. The idea is the Lomunds ancestors was the last caretakers of The Lost Keep. It has been 250-300 years since they gave up on protecting the keep. They locked up the keep and left in different directions. Lomund's ancestor moved to Dale. Two other brothers moved to other locations. But the history of their stewardship was lost between the generations. Though the medallion was kept as a important family heirloom.
There was a weakens with the adventure that there wasn't any obvious connection between Lodin's disappearance and the medallion. I had not foreseen the players being so extremely cautious in the beginning. It took some time getting rolling. But it was fun once the players caught on. We still managed to barely finish the adventure in one session. One of the mundane tasks was a sheep hunt that was pretty funny. I wanted some skill test to show of the system worked, and also to give a basis from where the characters can grow. They are soon to become so much more than sheep herders!
Grayshaft is designed to be antagonist trough the campaign. The players are not sure what to think of him and what he is up to. The not so bright but always optimistic Lodin was much fun to play when he finally got into the stage light. And might also reoccur at some point.
The adventurers got a corruption test for attacking and killing the bandits before they had any evidence of their wrongdoings. And because they gave them no chance to surrender, even shooting a runaway man. But this was the first time playing TOR, and coming from Pathfinder the players where not used to it being not okay to kill everything they meet. But they easily accepted the shadow point some of them got. And where warned of more possible shadow points in the future if they hack away at people they are not certain are bad and have given no chance of surrender. They have been much more hesitant attacking bad men the rest of the campaign.
Next: Marsh Bell
Characters:
Farald - Man of Dale - Wanderer
Lomund - Man of Dale - Warden
Hildebrand - Hobbit - Wanderer
Una - Woman of Lake-town - Warden
Narur - Dwarf - Slayer (Orcs)
Spring 2946 T.A. - The Lost Medallion
The company first met in Lake-town one fine day this spring. Lomund invited us to his grandfather for information about a task he had for us. Some heirlooms of Lomund's family – a medallion and and a scroll of some sorts – had been lost at Shieldwall when Smaug attacked the mountain many years ago. Lomund's ancestor had been the lord of Shieldwall at that time. We went to Shieldwall a few days north-west of Dale. There Lord Ragnald had been tasked of rebuilding the village and the keep, to hold watch of the north. We tried to look in the construction site for the medallion, but found nothing before we where asked to leave the site. Although we learned that one of the workers at the site, Lodin, had gone missing a few days ago. It was rumored he had found something valuable. We decided to ask a little around and ended up helping a few villagers with some mundane tasks before they would part with any information. From what we could gather, Lodin had likely found the medallion, but had not reported it. He had dreamt of leaving town and making a fortune in Dale.
There was a man from south-east called Mr. Grayshaft that seemed to be looking for the medallion also. We where informed by Gundrid at the plain tavern that Grayshaft was to meet Lodin the night Lodin disappeared. We confronted Grayshaft, but he said he never met with Lodin that night as he ran late from a meeting with Lord Ragnald. Grayshaft then reluctantly told us where the meeting with Lodin was scheduled to take place. There, on the edge of the village, we found traces of a struggle and a few paces to the north we found Lodin's scarf caught between a root and a stone. We followed tracks for about a days travel north of the town, and found a old farmstead with smoke from the pipe. People there claimed to be farmers, but we uncovered that they where not being honest. We killed them and found poorly treated Lodin and the medallion. Lodin did not know why the bandits wanted the medallion. We returned to Shieldwall with Lodin. Grayshaft had left the town, and we found no trace of the scroll. We received a small reward from Lord Ragnald. We then returned to Lake-town and spent a few weeks there.
Loremaster notes:
I wanted to start with a simple adventure that tied in to an larger plot I envisioned. The idea is the Lomunds ancestors was the last caretakers of The Lost Keep. It has been 250-300 years since they gave up on protecting the keep. They locked up the keep and left in different directions. Lomund's ancestor moved to Dale. Two other brothers moved to other locations. But the history of their stewardship was lost between the generations. Though the medallion was kept as a important family heirloom.
There was a weakens with the adventure that there wasn't any obvious connection between Lodin's disappearance and the medallion. I had not foreseen the players being so extremely cautious in the beginning. It took some time getting rolling. But it was fun once the players caught on. We still managed to barely finish the adventure in one session. One of the mundane tasks was a sheep hunt that was pretty funny. I wanted some skill test to show of the system worked, and also to give a basis from where the characters can grow. They are soon to become so much more than sheep herders!
Grayshaft is designed to be antagonist trough the campaign. The players are not sure what to think of him and what he is up to. The not so bright but always optimistic Lodin was much fun to play when he finally got into the stage light. And might also reoccur at some point.
The adventurers got a corruption test for attacking and killing the bandits before they had any evidence of their wrongdoings. And because they gave them no chance to surrender, even shooting a runaway man. But this was the first time playing TOR, and coming from Pathfinder the players where not used to it being not okay to kill everything they meet. But they easily accepted the shadow point some of them got. And where warned of more possible shadow points in the future if they hack away at people they are not certain are bad and have given no chance of surrender. They have been much more hesitant attacking bad men the rest of the campaign.
Next: Marsh Bell
Re: SirGalrim's Adventure Summaries
Great summary and nice introductory adventure. Keep the writings going!
We are all used to do whatever we want in our games with our heroes, and still be heroes. Even if we play pious characters, breaking the rules once in a while doesn't incur into any kind of mechanic penalties.
My opinion on this is that players should always we warned (specially the first times) when they're going or could gain SP form misdeeds. After all, your judgement of what is a misdeed and theirs could vary. But once they are warned, the points should be given if the action persists. After all, SP is part of the game and something that can give lots of fun to the roleplaying and that shouldn't always be avoided, for the sake of characte depth.
This also happened in my first adventure, where the dwarven player tortured a goblin for info on it's chieftain. He go the info AND 2 Shadow points. I think that's an interesting moment when playing TOR, the first Shadow points gained not by blighted places, treasure or a wraiths corruption, but because of misdeeds.SirGalrim wrote: The adventurers got a corruption test for attacking and killing the bandits before they had any evidence of their wrongdoings. And because they gave them no chance to surrender, even shooting a runaway man. But this was the first time playing TOR, and coming from Pathfinder the players where not used to it being not okay to kill everything they meet. But they easily accepted the shadow point some of them got. And where warned of more possible shadow points in the future if they hack away at people they are not certain are bad and have given no chance of surrender. They have been much more hesitant attacking bad men the rest of the campaign.
We are all used to do whatever we want in our games with our heroes, and still be heroes. Even if we play pious characters, breaking the rules once in a while doesn't incur into any kind of mechanic penalties.
My opinion on this is that players should always we warned (specially the first times) when they're going or could gain SP form misdeeds. After all, your judgement of what is a misdeed and theirs could vary. But once they are warned, the points should be given if the action persists. After all, SP is part of the game and something that can give lots of fun to the roleplaying and that shouldn't always be avoided, for the sake of characte depth.
Re: SirGalrim's Adventure Summaries
Very fun to read and it's a good starting point for a campaign. I'm eager to read more
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Re: SirGalrim's Adventure Summaries
Nice and to the point summary.
Keep us posted.
Keep us posted.
Re: SirGalrim's Adventure Summaries
Thank you for the feedback.
Falenthal, yes I mostly agree. I was new to the game and not fully aware myself before we played. It was actually this thread that made me think more about it. I didn't enforce it on the players, but suggested it. I didn't want to just skip over it either as its an essential part of the game. Maybe I would forget about it the next time also then. I told them about the game mechanics for this, and the reasoning behind. In the game it was just hours after the killing, the companions had sent camp. So I suggested that maybe they reflected on their actions. The players expressed that they wanted to play by the game mechanics, and not fudge this. So they made their rolls. It helped the players remember to. They have been more wary of fighting men after this. Not avoiding combat altogether, but think a bit more about if its right or not.
Falenthal, yes I mostly agree. I was new to the game and not fully aware myself before we played. It was actually this thread that made me think more about it. I didn't enforce it on the players, but suggested it. I didn't want to just skip over it either as its an essential part of the game. Maybe I would forget about it the next time also then. I told them about the game mechanics for this, and the reasoning behind. In the game it was just hours after the killing, the companions had sent camp. So I suggested that maybe they reflected on their actions. The players expressed that they wanted to play by the game mechanics, and not fudge this. So they made their rolls. It helped the players remember to. They have been more wary of fighting men after this. Not avoiding combat altogether, but think a bit more about if its right or not.
Re: SirGalrim's Adventure Summaries
Summer 2946 T.A. - The Marsh Bell
We met with master Gloin in Lake-town. He was concerned for the travel-company of Balin, Oin and Foin. He had recently had bad dreams about his nephew Oin, and the ravens had not found the travelling dwarves. Gloin suspected elf treachery. The group had headed south on the river to the marshes, there to take the old road through the forest. They where on an important mission of some sort. We found ourselves a six-man boat, and rowed over to the Stair of Girion. There we heard from the locals an old song about Mewlips supposedly living in the marches. Apparently the dwarf Balin had sung it there some nights ago. The following days we sailed down the river into the marches. One afternoon we found traces of a camp beside the river. There Narur found a hidden dwarven treasure chest. It glittered brightly when he opened it and seemed to have some sort of magical lure as the dwarf took it for himself. In the argument following we did not notice a marsh-ogre approaching us before he was right on top of us. During the battle Lomund stole the chest from Narur. After defeating the ogre Farald and Una had to step in and separate Narur and Lomund. Lomund now acted very strange and we had to hold him down while Una hid the chest in the forest.
The next morning we where awaken by some elven watchmen, led my an grumpy elf named Galion. They made enquiries about our travels, but answered few questions themselves. Until the end of the conversation, they then revealed they had observed us for two days, and that they had seen three dwarves about a week ago heading south. They where about to leave when Galion seemed to reconsider, and said that the honesty of elves extend far beyond the honesty of dwarves. He then gave Una the chest she had hidden in the forest the night before! And suggest we hide things better in the future. We all agreed that Farald should keep the chest for now. Before we left the camp Narur noticed that the ogre has some older wounds also, it must have been wounded by an axe not long ago.
We continued south and found old ruins sunken in the swamp. There was a wrecked boat, vile treacherous weeds and strange crows. But we finally tracked the dwarves' location to a dark pond in the marsh. From underground a bell rang that made Narur walk down into the water. We drew on our courage and all went down after him. Inside the underground caverns we awoke Narur and explored the murky rooms. We found Balin and Oin starved and exhausted behind a solid door. Foin was sadly already dead, taken by the Mewlips! We helped Balin and Oin get outside and made out way towards the river. Alas, we where soon chased by the Mewlips from the cavern, and they gave us a hard fight before we got away. The next days we rowed back up the river, and got a warm welcome in Lake-town. Gloin rewarded us richly and was ever grateful. After the celebration we spent the following months in Lake-town and Dale.
Loremaster notes:
I guess everyone has played this adventure. We had a few deviations from the written adventure. The companions argued a long long time about what kind of bout they should take. Some did not want a four person boat even if they could fit five in it since one was a hobbit. Some did not want an eight person boat as its to big to handle for five or four. Even after I gave the option of a six man boat the argument continued. I think they would have still argued if I hadn't nudged them to proceed!
I included the Mewlip poem "from" "To Journeys End..." as I though it nice to set the atmosphere. It was told by an old man around the campfire at Londaroth. Maybe he knew it. Maybe he learned it from Balin. Bilbos name was also mentioned. Players really liked it.
The companions did not notice the elves at all. The group did not start out with much awareness. So they came to Balins camp with no clues of being watched. Narur found the chest and was immediately obsessed by it. In the battle Lomund had a Bout of madness as he had fallen in the river earlier and was miserable. He then thought the chest would give power, and took it from the dwarf that didn't want to show what was inside.
I knew they where watched by the elves. Una rolled terrible at hiding the chest. I was uncertain if I wanted the elves to find it. Would not Galion take it to his king? Maybe it would get him out of this miserable work. But I decided on the run that they found it and was willing to return it if the encounter went fairly well. I figured the value wasn't that high, and it was clearly dwarven, so Galion saw no gain it giving it to Thranduil. And just that in giving it back he could rub it in the face of the companions that he was a better "man" than them, especially the dwarf.
In the cavern the players found it really creepy. They saw no need to explore needlesly. They had a run in with a few Mewlips in one of the side corridors. So when they found the Dwarves they got out as soon as possible. They never saw the treasure chamber and still don't know about it. I wanted a full on combat before the adventure was over so I had the companions chased and forced into one last battle.
We met with master Gloin in Lake-town. He was concerned for the travel-company of Balin, Oin and Foin. He had recently had bad dreams about his nephew Oin, and the ravens had not found the travelling dwarves. Gloin suspected elf treachery. The group had headed south on the river to the marshes, there to take the old road through the forest. They where on an important mission of some sort. We found ourselves a six-man boat, and rowed over to the Stair of Girion. There we heard from the locals an old song about Mewlips supposedly living in the marches. Apparently the dwarf Balin had sung it there some nights ago. The following days we sailed down the river into the marches. One afternoon we found traces of a camp beside the river. There Narur found a hidden dwarven treasure chest. It glittered brightly when he opened it and seemed to have some sort of magical lure as the dwarf took it for himself. In the argument following we did not notice a marsh-ogre approaching us before he was right on top of us. During the battle Lomund stole the chest from Narur. After defeating the ogre Farald and Una had to step in and separate Narur and Lomund. Lomund now acted very strange and we had to hold him down while Una hid the chest in the forest.
The next morning we where awaken by some elven watchmen, led my an grumpy elf named Galion. They made enquiries about our travels, but answered few questions themselves. Until the end of the conversation, they then revealed they had observed us for two days, and that they had seen three dwarves about a week ago heading south. They where about to leave when Galion seemed to reconsider, and said that the honesty of elves extend far beyond the honesty of dwarves. He then gave Una the chest she had hidden in the forest the night before! And suggest we hide things better in the future. We all agreed that Farald should keep the chest for now. Before we left the camp Narur noticed that the ogre has some older wounds also, it must have been wounded by an axe not long ago.
We continued south and found old ruins sunken in the swamp. There was a wrecked boat, vile treacherous weeds and strange crows. But we finally tracked the dwarves' location to a dark pond in the marsh. From underground a bell rang that made Narur walk down into the water. We drew on our courage and all went down after him. Inside the underground caverns we awoke Narur and explored the murky rooms. We found Balin and Oin starved and exhausted behind a solid door. Foin was sadly already dead, taken by the Mewlips! We helped Balin and Oin get outside and made out way towards the river. Alas, we where soon chased by the Mewlips from the cavern, and they gave us a hard fight before we got away. The next days we rowed back up the river, and got a warm welcome in Lake-town. Gloin rewarded us richly and was ever grateful. After the celebration we spent the following months in Lake-town and Dale.
Loremaster notes:
I guess everyone has played this adventure. We had a few deviations from the written adventure. The companions argued a long long time about what kind of bout they should take. Some did not want a four person boat even if they could fit five in it since one was a hobbit. Some did not want an eight person boat as its to big to handle for five or four. Even after I gave the option of a six man boat the argument continued. I think they would have still argued if I hadn't nudged them to proceed!
I included the Mewlip poem "from" "To Journeys End..." as I though it nice to set the atmosphere. It was told by an old man around the campfire at Londaroth. Maybe he knew it. Maybe he learned it from Balin. Bilbos name was also mentioned. Players really liked it.
The companions did not notice the elves at all. The group did not start out with much awareness. So they came to Balins camp with no clues of being watched. Narur found the chest and was immediately obsessed by it. In the battle Lomund had a Bout of madness as he had fallen in the river earlier and was miserable. He then thought the chest would give power, and took it from the dwarf that didn't want to show what was inside.
I knew they where watched by the elves. Una rolled terrible at hiding the chest. I was uncertain if I wanted the elves to find it. Would not Galion take it to his king? Maybe it would get him out of this miserable work. But I decided on the run that they found it and was willing to return it if the encounter went fairly well. I figured the value wasn't that high, and it was clearly dwarven, so Galion saw no gain it giving it to Thranduil. And just that in giving it back he could rub it in the face of the companions that he was a better "man" than them, especially the dwarf.
In the cavern the players found it really creepy. They saw no need to explore needlesly. They had a run in with a few Mewlips in one of the side corridors. So when they found the Dwarves they got out as soon as possible. They never saw the treasure chamber and still don't know about it. I wanted a full on combat before the adventure was over so I had the companions chased and forced into one last battle.
Re: SirGalrim's Adventure Summaries
Sounds like an excellent use of the bout of madness. And I think you made a wise call on Galion returning the chest.
Adventure Summaries for my long-running group (currently playing through The Darkening of Mirkwood/Mirkwood Campaign), and the Tale of Years for a second, lower-level group (in the same campaign).
Re: SirGalrim's Adventure Summaries
Autumn 2946 T.A. - The Gathering of the Five Armies
King Bard had made a call for adventurers. The King and the First Captain Elstan asked us and other adventurers to make sure the roads where safe for all the travellers coming to Dale for the gathering. We chose to secure the route west trough the Grey Mountains Narrows. The company of Dwalin would take the road east, Grayshaft and Lifstan would each lead a group south. One group by the road, one on the river. Before we left Lomund had a run in with Grayshaft and some of his brute friends. They acted strange and threatening, enquiring Lomund about his actives in Shieldwall. Lomund told them little and got away from them.
Just a day travel by horse outside Dale, one of the look out-men spotted some strange lights in the forest. It seemed to lure us towards it, but we resisted the pull. It was dark so we chose not to investigate further. Next we travelled by Shieldwall. Still no signs of the scroll. The next weeks we met far less people, only a few trappers and huntsmen. One night, well inside the narrows, we rested in an old watchtower. There we found a hidden basement with treasure. A ghost appeared. After the first shock had settled we figured it did not seem threatening. But as Una and Farald picked up treasure the ghost became hostile, and made us very sorrowful and regretful. Narur wanted to fight the ghost, but Farald said our weapons would not harm it. We ran out. Narur and Una left the treasure quite reluctantly.
A few days later we encountered the pedlar dwarf Tholin. His company had been attacked by wargs and hobgoblins that very night. We joined him for mutual protection. And the next night hobgoblins and wargs came for us. But we had the terrain and moonlight on our side and fought them off. Next morning we said our goodbyes to the dwarves and continued westward. Two days later we finally came to the river, and discovered that hobgoblins had set up an ambush for the Woodmen and Beornings. Making it impossible for them to cross the river. Hildebrand could only see two hobgoblins at his scouting trip so we chose to attack. Turned out it was a lot more and we had a really tough battle. But now we gave the Woodmen opportunity to cross with out beeing shot by the goblins. They came to our aid. Lomund fell before the battle was over, and his wounds looked bad. But Hildebrand managed to save him by tending his wounds and give him some herbs. The Woodmen was led by Hartfast son of Hartmond, and the few Beornings where led by Merovech. We all travelled together to Dale and there took part of the five day festival.
We met with Elstan and he was very grateful four our service. We had to deliver back the horses, but we where given a rich reward. And our names where proclaimed as some of the benefactors for the Gathering. Dwalin's and Listfan's groups had fared well and had few problems. Grayshaft's group had run into Mewlips and taken a great loss. Only Grayshaft and one other had survived. Dale was full of people now. And all of Lomund's and Farald's families was visiting. Elstan generously offered simple rooms for Una, Narur and Hildebrand at the palace. While we had been away from Dale Lomund's home had had been broken into, but nothing of value had been stolen. At the festival we all participated in the memorial the first day, then we enjoyed the games and contests the next days. Hildebrand managed to win the Archery contest! And Narur did very good in the Grand Melee until he was defeated by Gerold the Beorning.
We spent the winter in our different homes, except Hildebrand that stayed in Lake-town.
Loremaster notes:
As you can see I use elements from Rich's Guide to Dale and from The Crossings of Celduin. It will be a while before get to the that adventure. So I wanted to bring up the gathering and its events already now. Not noted in the tale is that the companions saw some of the big shots there. That made them eager to encounter them. Some tried to get to talk to Gandalf, but didn't get to much due to their low standing. (And some failed rolls.) I am sure they get ample time to speak to him in the future. So a bit teasing from my side.
For what route to take the players could actually decide themselves. I had readied all the directions. Though I was pretty sure they would not take the river again. All the directions and some similar elements and some unique. There would have been a goblin attack no matter what route they took. Different types of goblins in the different areas though. Though I did not have the other three groups encounter goblins. They players where of course to be in the action no matter what route they chose. I wanted the show that the goblins really hate the whole concept of The Gathering of the five Armies, but are far from having resources to really be a threat now. They just do some raiding and ambushes of smaller groups.
The reasoning for including the other "adventuring groups" was also to give the companions contact with other of similar trade as them. Not mentioned in the tale is that Lomund had a nice chat with Lifstan and they parted as friends on their different journeys. I thought to use that friendship as an plot point in a later adventure, but I haven't found the opportunity yet. Lastly I wanted to show that Grayshaft is in good graces in Dale. He is being helpful to the city. Much to the players dismay...
King Bard had made a call for adventurers. The King and the First Captain Elstan asked us and other adventurers to make sure the roads where safe for all the travellers coming to Dale for the gathering. We chose to secure the route west trough the Grey Mountains Narrows. The company of Dwalin would take the road east, Grayshaft and Lifstan would each lead a group south. One group by the road, one on the river. Before we left Lomund had a run in with Grayshaft and some of his brute friends. They acted strange and threatening, enquiring Lomund about his actives in Shieldwall. Lomund told them little and got away from them.
Just a day travel by horse outside Dale, one of the look out-men spotted some strange lights in the forest. It seemed to lure us towards it, but we resisted the pull. It was dark so we chose not to investigate further. Next we travelled by Shieldwall. Still no signs of the scroll. The next weeks we met far less people, only a few trappers and huntsmen. One night, well inside the narrows, we rested in an old watchtower. There we found a hidden basement with treasure. A ghost appeared. After the first shock had settled we figured it did not seem threatening. But as Una and Farald picked up treasure the ghost became hostile, and made us very sorrowful and regretful. Narur wanted to fight the ghost, but Farald said our weapons would not harm it. We ran out. Narur and Una left the treasure quite reluctantly.
A few days later we encountered the pedlar dwarf Tholin. His company had been attacked by wargs and hobgoblins that very night. We joined him for mutual protection. And the next night hobgoblins and wargs came for us. But we had the terrain and moonlight on our side and fought them off. Next morning we said our goodbyes to the dwarves and continued westward. Two days later we finally came to the river, and discovered that hobgoblins had set up an ambush for the Woodmen and Beornings. Making it impossible for them to cross the river. Hildebrand could only see two hobgoblins at his scouting trip so we chose to attack. Turned out it was a lot more and we had a really tough battle. But now we gave the Woodmen opportunity to cross with out beeing shot by the goblins. They came to our aid. Lomund fell before the battle was over, and his wounds looked bad. But Hildebrand managed to save him by tending his wounds and give him some herbs. The Woodmen was led by Hartfast son of Hartmond, and the few Beornings where led by Merovech. We all travelled together to Dale and there took part of the five day festival.
We met with Elstan and he was very grateful four our service. We had to deliver back the horses, but we where given a rich reward. And our names where proclaimed as some of the benefactors for the Gathering. Dwalin's and Listfan's groups had fared well and had few problems. Grayshaft's group had run into Mewlips and taken a great loss. Only Grayshaft and one other had survived. Dale was full of people now. And all of Lomund's and Farald's families was visiting. Elstan generously offered simple rooms for Una, Narur and Hildebrand at the palace. While we had been away from Dale Lomund's home had had been broken into, but nothing of value had been stolen. At the festival we all participated in the memorial the first day, then we enjoyed the games and contests the next days. Hildebrand managed to win the Archery contest! And Narur did very good in the Grand Melee until he was defeated by Gerold the Beorning.
We spent the winter in our different homes, except Hildebrand that stayed in Lake-town.
Loremaster notes:
As you can see I use elements from Rich's Guide to Dale and from The Crossings of Celduin. It will be a while before get to the that adventure. So I wanted to bring up the gathering and its events already now. Not noted in the tale is that the companions saw some of the big shots there. That made them eager to encounter them. Some tried to get to talk to Gandalf, but didn't get to much due to their low standing. (And some failed rolls.) I am sure they get ample time to speak to him in the future. So a bit teasing from my side.
For what route to take the players could actually decide themselves. I had readied all the directions. Though I was pretty sure they would not take the river again. All the directions and some similar elements and some unique. There would have been a goblin attack no matter what route they took. Different types of goblins in the different areas though. Though I did not have the other three groups encounter goblins. They players where of course to be in the action no matter what route they chose. I wanted the show that the goblins really hate the whole concept of The Gathering of the five Armies, but are far from having resources to really be a threat now. They just do some raiding and ambushes of smaller groups.
The reasoning for including the other "adventuring groups" was also to give the companions contact with other of similar trade as them. Not mentioned in the tale is that Lomund had a nice chat with Lifstan and they parted as friends on their different journeys. I thought to use that friendship as an plot point in a later adventure, but I haven't found the opportunity yet. Lastly I wanted to show that Grayshaft is in good graces in Dale. He is being helpful to the city. Much to the players dismay...
Re: SirGalrim's Adventure Summaries
Great resumes! Keep them coming!
I specially like how the supposed bad guy has not shown any bad actions so farf. he might even NOT be a bad guy but just another adventurer with a different set of preferences, for what is worth. Not everything needs to flowers and happiness among the opponents of the shadow. Gray opponents tend to be much mnore interesting to me
I specially like how the supposed bad guy has not shown any bad actions so farf. he might even NOT be a bad guy but just another adventurer with a different set of preferences, for what is worth. Not everything needs to flowers and happiness among the opponents of the shadow. Gray opponents tend to be much mnore interesting to me
Re: SirGalrim's Adventure Summaries
Thank you. Yes I love playing the grey characters also as a Loremaster/Gamemaster. I have not yet discovered why Grayshaft is so interested in the medallion, or if he has a master and who that master is. I like these revelations to evolve as we are playing. Though I do have some ideas of where to take this. We'll see how far to the wrong side he ends up being.Elmoth wrote:Great resumes! Keep them coming!
I specially like how the supposed bad guy has not shown any bad actions so farf. he might even NOT be a bad guy but just another adventurer with a different set of preferences, for what is worth. Not everything needs to flowers and happiness among the opponents of the shadow. Gray opponents tend to be much mnore interesting to me
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