Looking for ideas on killing Tylquin

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modsr
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Looking for ideas on killing Tylquin

Post by modsr » Tue Apr 19, 2016 4:57 pm

As the forum never seems to disappoint, I thought I'd scrounge for some ideas. Next session, my players will go after Tylquin. Yes, they're crazy. But then again they killed Tauler a few years ago. The game will start at the Beacon Tower and they will have a small unit of Elves with them on the hunt. They think they know where Tylquin's lair is but they are mistaken (due to some confusion and assumptions on their part). I definitely don't want to stonewall them killing Tylquin, I want them to be able to succeed (or escape).

Can you give me some ideas on how to play this? What encounters during the journeys in Mirkwood? They've travelled so much through Mirkwood I've run out of fresh ideas and it's pretty boring to state once again how oppressing the forest feels, so new ideas here would be nice as well. They'll most likely head to the place they assume Tylquin is holed up in. Any ideas on what to throw at them there and how to get them on the right track to the real lair?

Really, any and all ideas are welcome, I always get better stuff when something (anything) is thrown out there and I have something to grasp. Thanks!

EDIT: Also, the characters are pretty powerful by now. I'd have no trouble having them encounter a Nazgul at this point (it would be the first time and a definite 'OMG'-moment)

Glorelendil
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Re: Looking for ideas on killing Tylquin

Post by Glorelendil » Tue Apr 19, 2016 5:24 pm

Remember that spiders can talk. What if "word gets around" Mirkwood that some wanna-be heroes are hunting him? What would he do?

Lay a trap....?
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Majestic
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Re: Looking for ideas on killing Tylquin

Post by Majestic » Tue Apr 19, 2016 8:12 pm

In my campaign the heroes chased away Tyulqin the first time they ran into her, but the second time was in her lair and she was much more formidable. They won only by weakening the 'pillars' of her lair and by allowing her brother Tauler to enter in to finish her off (see 2958 in Darkening).

In fact, that whole meeting of the Parliament (p. 52 of Darkening) is great for setting the scene with Spiders as adversaries. My players were sufficiently creeped out that they didn't dare mess with the beasts on their home turf (where they were significantly overwhelmed).
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).

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Indur Dawndeath
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Re: Looking for ideas on killing Tylquin

Post by Indur Dawndeath » Tue Apr 19, 2016 9:20 pm

I would railroad the players into the adventur that Majestic talks about, by having spiders approach the players inviting them to the Parliment, because the word is out, that they are after Tylquin, and a rival wants to guide them in the right direction for a price...
If they refuse, they'll get ambushed by a united opposition. Escape is the only option :twisted:
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Finrod Felagund
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Re: Looking for ideas on killing Tylquin

Post by Finrod Felagund » Wed Apr 20, 2016 6:58 am

Tyulqin is described in HotW as a dream weaver so maybe she throws a bunch of dreams and hallucinations at the PCs. Some could be quite disorientating - maybe incidents from past PC adventures - and tough for them to deal with whilst she attacks. If she finds out early that they are coming, then you could start to throw these at the PCs well before they see her - maybe set up a whole bunch of Mirages? She also uses lots of webs, some of which are apparently invisible.

As for incidents on route how about the new Journey rules? Maybe an old Dwarf or Elven ruin they can investigate which could be inhabited by any kind of trope such as Bandits/Spirit/withered old crone/troll/mad old woodman etc. Or there could be something there that might help them fight Tyulqin such as a Gondolin blade. Or a Natural wonder maybe such as a hollow tree, mystical dell, spring or a meadow opens up in front of them.

Hope this helps

modsr
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Re: Looking for ideas on killing Tylquin

Post by modsr » Thu Apr 21, 2016 8:02 pm

New Journey rules huh, didn't know about those (Ruins of the North is the last book I got).

Good ideas and definitely something that I'll pick up. I'm currently wanting to tie the Lamp of Balthi to the story as well. It might be of great help when fighting Tylquin, I just need to have an NPC bring it since the players aren't too aware of the Lamp. Then I could have an encounter with the Nazgul (stealing the Lamp, as in one of the adventures of DoM) and then pretty soon follow up with the Return to Dol Guldur from DoM. Plus I'd get to raise the tensions between the Elves and Woodmen if Thranduil found out about the Lamp at this point (he doesn't know of it as of now).

Thanks, keep it coming if you have any ideas!

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Majestic
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Re: Looking for ideas on killing Tylquin

Post by Majestic » Fri Apr 22, 2016 12:12 am

I think your idea of incorporating the Lamp is a good one, and fits thematically well in the whole Darknening storyarc. One of my Mirkwood Elf PCs has studied under the Lampmaker, and he often uncovers his lamp at cool, appropriate moments when they're facing off with powerful adversaries.
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).

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Re: Looking for ideas on killing Tylquin

Post by Otaku-sempai » Fri Apr 22, 2016 3:40 am

Majestic wrote:I think your idea of incorporating the Lamp is a good one, and fits thematically well in the whole Darknening storyarc. One of my Mirkwood Elf PCs has studied under the Lampmaker, and he often uncovers his lamp at cool, appropriate moments when they're facing off with powerful adversaries.
Might the Lamp of Balthi also have the effect of dispelling Tylquin's illusions or making them easier to overcome?
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Finrod Felagund
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Re: Looking for ideas on killing Tylquin

Post by Finrod Felagund » Fri Apr 22, 2016 2:03 pm

modsr wrote:New Journey rules huh, didn't know about those (Ruins of the North is the last book I got).

Thanks, keep it coming if you have any ideas!
The new Journey and Maps supplement is excellent and well worth purchasing! Just to add that WbW's thread "Questions reguarding Year 2954 in DOM" is also about Tyulqin and may give you some ideas.

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Robin Smallburrow
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Re: Looking for ideas on killing Tylquin

Post by Robin Smallburrow » Sat Apr 23, 2016 1:38 pm

I'm always concerned when I read about a LM looking for ideas in regards to their players looking to kill a major NPC. Do not make the mistake of being on the players' side! You as LM are supposed to be impartial!

Why aren't you looking at this situation from Tylquin's point of view? Surely she has dealt with numerous wannabe heroes in the past - I would have thought that the 'fake' lair that the PC's are going after is just one of her elaborate 'traps'. You as LM should warn your players that just because they were able to kill Tauler (a big mistake really if they want to 'go after Tylquin' as Tauler would have been a valuable ally) they will find Tylquin a much greater adversary if you roleplay her properly!. Remember, Tylquin is the most like Shelob in mind - she is almost as devious as Sauron himself! She will have plans within plans within plans...... :D

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