Prince Telvido's New Campaign

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/
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Prince Telvido
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Re: Prince Telvido's New Campaign

Post by Prince Telvido » Sun May 01, 2016 2:21 am

So, the first adventure was "Blood in the Water". Spoilers ahead, fair warning.

I had each character introduce themselves while the ferrymen poled the ship up the long lake. The trip up the long lake was pleasant enough, and the characters and NPC's got along marvelously. Kieran brought a picnic basket of hobbit goodies, and spoke encouragingly of his Aunti Agatha and Uncle Dori's Easterly Inn, setting up a future adventure for the party when they cross back to the Inn. I had Jarvi's mother express concerns about the dangers of the wild, and Dolf and Wulfred helped ease the NPC's mind, thus allowing more opportunity for Jarvi to adventure with them.

Keen eyed Kieran, as every sharp sighted Hobbit ought, was the first to spy things amiss at the Dragon Head inn. He also figured out that the Innkeep was unconscious under the docks. While the others are rushing about, corralling the pony and fishing the Innkeep from the water, the two NPC ferrymen agree to head back to Laketown and warn the guard of dangers in the area, while others head up to Dale to alert their watch. Wulfred the woodsman is very successful with his heal check, and after getting the story of the goblin attack from the healing Innkeep, the party heads off to track the monsters to rescue the prisoners.

The battle with the outpost going very quickly, as does the fight with the main force. Combat against the goblins does feel like the movies, with PC's making short work of the Snaga and goblin archers. Also, the special ability for the Warg "Seize Victim" while the 1/2 parry is nice, I don't see much reason for PC's to change their stance ever once combat has begun, unless I am missing something.

However, the PC's took their time following the prisoners. To remind them of the harshness of Middle Earth, esspecially Orc Work, I had the goblins butcher Lyskar and cook him a bit, the night before they managed to catch up to them. During the battle, I also had a Snaga run and slit the throats of one of the younger prisoners, thus forcing the PC's for their first Corruption check. They managed to pepper the goblin with arrows before he could kill again, and then I had Theustal cut himself free with the fallen orc weapon. Caught on two fronts, the Orc Guard fell a bit too easily IMO, but I am starting to see that TOR has the same issue in combat as almost any other RPG I've played. Hazard forces must always find a way to out activate the PC's. I'll run another session and see if some tougher troops will balance out, but I may have to boost just the number of troops or find ways to slow or lessen PC effectiveness to keep combats dangerous for 6 PC's.

Viewing the half eaten remains of Lyskar and the prior fallen goblins caused another corruption check, and the Hobbit failed, gaining his first shadow point.

Conversations with the rescued villagers laid out the overacring plot of the looming "Night of Revenge". I made sure to do a lot of foreshadowing, as I've tied this mission by Rigurz to uncover the map of the Watchtower of Zimkibar, and thus the Gibbet King's attempt at gaining a Dragon ally, and also the Grimburgoth plot to have uprisings and assassinations when things are in readiness. The players took copious notes, and had a great time regaling Bard, Dain and Gandalf with the dire warnings. The PC's also managed to help Theustal in negotiating for mining rights. Dain agreed to reopen the mine, but at the urging of the PC dwarves, sends a few dwarves to do much of the overseeing and have it as a team effort between the men of the town and the dwarves of Erebor. As the next adventure if the "Dragon's Ring" viewtopic.php?f=7&t=1162
if one of the dwarves keeps the Ring (I plan on altering that adventure so that it is a lesser ring made by dwarves, and not one of the lost 7), then gold will be found by the PC, and thus help increase his standing, and may lead to making the mine a PC holding if they play their cards right. We shall see how that line develops.

So, the PC's now have a 2 rating in Dale, and in Gerendun, and a 3 in the Dragon Head Inn, which they can winter at whilst doing things in and around Dale.
I'm rather happy that XP and Advancement points accumulate slowly, to keep power creep down. It also took a while for my PC's to realize they can spend hope to help out with rolls by calling on traits. I'd like them to seize on this option, and then let them run with it til it bites them when they least expect it later on, so that they realize it isn''t a crutch to always us. Joe tends to get stuck in a rut, either forgetting to invoke his traits, or suddenly doing nothing but invoking. One or two combats where he ends with 0 Hope ought to bring some balance I think.

All in all, a good solid adventure, my compliments to Eclipse for a great start to my campaign.
Peter J. Ross II
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Prince Telvido
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Joined: Wed Apr 27, 2016 3:31 pm
Location: Wayne, NJ
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Re: Prince Telvido's New Campaign

Post by Prince Telvido » Thu May 05, 2016 4:32 pm

So, here is an update on the latest from my campaign. We are all still figuring out the costs involved in the Fellowship phase. Each character earned one Experience point, but as they had not really solidified a group goal, no one received the additional bonus. During the first quest, Kieran the Hobbit had earned an advancement point for his keen eyes, and Feldspar and Wulfred earned one for their prowess in battle. Both players were a little D&D minded, and thought they would level up quickly, so this was their first realization that TOR really is a different type of game.

The Counseling of the Wise and Powerful.
The end of "Blood in the Water" has the company meet with the movers and shakers of the region. King's Dain and Bard, Thranduil's son Legolas and Gandalf all listen in as the characters retell the hunt for the orcs and goblins, the rescue of the prisoners, the missing map and this ominous "Night of Revenge". The PC's did well enough will their story and rolls to worry the Wise, but not enough to gain any as a Patron. Feldspar, Nain, Kieran and Gandalf share a love of Pipeweed, and spend their encounter smoking and imagining what might be going on in those Grey Mountains. In the end, Gandalf as often, heads off once he has heard what he thinks he needs to, with a request to bring any more Orcish news to him. When pressed as to where they will find him, Gandalf replies "Expect me when you see me." and is off.


The Players narrated the late Autumn and Winters travels of their characters.
Kieran brings supplies back to the Easterly Inn, but is off again shortly back to Dale, dragging Dolf back with him once Yule has passed. We decided that Dolf was getting fond of the scampy Hobbit, almost like a young nephew, even if Kieran is older than Dolf. Feldspar and Nain work on establishing themselves in Erebor, and researching Dragon hunting. Jarvi and Wulfred capitalize on their success and fame and increase their cash flow with some good trades and deals between Dale and Esgaroth, spending the team treasure won from the goblins, and strengthen the parties connection to the Dragon Head Inn.

Spring and Summer Activities.
Since my next planned adventure was The Dragon Ring viewtopic.php?f=7&t=1162 I decided that I would narrate some light Spring and Summer activities. Mostly this was to set up the NPC's in Dale and Esgaroth, start laying down some of the groundwork for "The Fate of the Master" plotline http://www.neuronphaser.com/the-one-rin ... -campaign/
Using the Dragon Head Inn as a headquarters, the characters work on establishing enough goods for the Easterly Inn to be sent over the Grey Mountain Narrows to keep Kieran in the East for the season. Thanks to Nain's fellowship with a Dwarven merchant (the players had Nain look around for fellow Blue Mountain Dwarves in Erebor and negotiate some caravan space, helped by a sacrifice of what was left of the treasure points from the first quest) the characters didn't have to leave Dale/Esgaroth to keep the Inn supplied.

As in my game, Hador, the Seneschal to King Bard is an agent of the Grimburgoth, and keenly aware and worried to have this company running about, I decided that he would move to become their Patron. He asks for the Company to meet him in one of Dales Administrative Halls, and pays the company to collect a census and register each of the farms between Dale and the Mirkwood. Really nothing more than busy work for the PC's, it allowed me to have the company meet one of the Master's Thugs, Kelmund, as well as the merchant Lockmand. The encounter is mostly just RP, but I have Kelmund statted up, with a few paid footpads just in case the party gets too curious as to what Lockmand is doing bringing his wagons north of Dale and Erebor. Alas, the PC's have a moment of dullness, and barely communicate with the NPC's, missing out on the first hint of the 'Fate of the Master". I have Jarvi complain to Lockmand that the rebuilding of Esgaroth is taking far longer than it should, but Angel and Joe don't pick up the hint. They both have Orcs on the brain, and human evil doesn't seem to register with them. I narrate that they finish their register of the Farms, making some friends and some enemies in the different homesteads, and return to Esgaroth in time for Dragontide.

The Dragon Ring.
With apologies to Robin S's story, I did not want my players to discover one of the lost 7. Thusly, I also left out the Elf, as this ring is not one of the 7. For me, I chose to add my own bit of 'Kuduk Lore" (a term from MERP and the old CCG for stories and elements inspired by Tolkien by not really part of the mythos). Thus, teh Dragon's ring found here is one of the Five Dwarf Rings of Yore.

The Five rings of Stone
Long ago, in the Second age, when Celebrimbor was forging the Rings of Power, he gifted Durin III with the chief of the 7. Annatar the Gift Giver bequeathed to the other Dwarf Lords the other 6, and one went to Dwalin IV, Lord of the Broadbeams. Wealthy and Prosperous were the Broadbeams in their halls in the Mountains of Angmar. Long had they lived under the hand of Kazad-Dum, and friendly with the Lord of the Durin'sfolk they were. Alas, the wealth the Ring of Dwalin brought, also attracted the attention and hatred of Sauron. He had waited long for the gift he had given as Annatar to ensnare teh mind of the Dwarflord of the Broadbeams. Then, finally under the rule of King Bror, Sauron moved. A pestilence he unleashed in the waning years of the 110's of the Third Age. The mighty Dwarf Halls of Barazbizar and Zarak-Dum were hard hit. Fully a third of the dwarves of Barazbizar died, and all contact with Zarak-Dum was lost. Then, a hundred years later, the Witchking arrived, and the North was tossed into turmoil as the Lord of the Nazgul made to rule the lands. Barazbizar held out, until the greed of the 2nd of the 7 made King Bror treacherous and too greedy. His Kingdom Hall was lost, as regaled in http://othermindsmagazine.com/downloads ... ntal-files, and the Lord of the Broadbeams lost his ring as the Witchking cut it from his lifeless hand, and returned it to Sauron. Thus the Broadbeams fled the North, and dwelt in the halls of their kin and allies, the folk of Durin in Kazad-Dum, until the awakening of the Balrog. Together, these exiled clans founded Erebor. It was during the height of Erebor's might that Bror's grandson, Thrair, himself a decedent also of Narvi the master Stonewright who had formed the Westgate of Moria, took it into his head to craft rings akin in power and might to the one worn by King Thror. Long he had quested with the Istari Curunir, and had learned much in forgecraft and ring lord from the White Wizard. Through Curunir, he had learned that the Ring of Durin's Tribe had been a gift of Celebrimbor, and was less corrupted by the touch of Sauron. Upon his return to Erebor, with this knowledge, Thrair sought to make a great work. Yet the 2nd of the 7 had been Thror's for long, and the Dwarflord would not part with it, but did lend his skills to the craft of Thrair's forging. Alas, Dwarves, though great is their skill, are no match for the Ring Craft of Elves or Maia, but they are mighty. While the 5 rings were lesser than the 7, they are mighty works. Each was attuned to a certain kind of stone, Clay, Granite, Basalt, Obsidian, and Serpentine, and gifted their wearers certain boons. King Thror was delighted, and gifted these rings to his Dwarf Vassals in Erebor, Greydelve, Azanulinbar, Zarakinbar, and Barazik, which once was in the Mirkwood Mountains. Thrair was allowed to keep his Ring of Clay, and became a mighty Smith for the King. Alas, in 2770, the Dragon came, and Thrair's son Thrawn, who now wore the Ring of Clay, was lost as he held the King's rearguard. Now, only the Lord of the Iron Hills wields the Ring of Serpentine, all the others were lost as the Dwarf Halls were one by one fallen into the Shadow.

Thus ends the Kuduk Lore of the Legend of the Five Stone Rings.

Nain's being the Scholar of the group, knew some of this, going into the adventure. I had worked it into a bit of the backstory, as his kin was Thrawn. But little did the Players think that when they saw goblins diving for Smaug's gems that this backstory would come to light.

I decided that a group of the men who were participating in the Dragontide festival would join the party on their tracking the goblins south. Wisely the players used them as messengers to keep Esgaroth informed of what was going on. I had 6 of the men join them, and the PC's sent two back once they reached the Long Marshes to update the Master & the town council.
The players opted to cross through the woods, rather than loop around to the north. Thus I used the Spiuder of the woods as my first trap, catching poor Kieran in webbing. Alas, the lone spider was far too easy for 5 PC's and a few NPCs. I think teh next time I run spiders, I will have a larger mix, to help balance out the activations on the player side.

After their success over the Spider, the players were wary, and followed the tracks to the abandoned Farmstead. The PC’s freaked out over the thugs, who I changed into Easterling bandits. They really weren't sure what this group of armed men were doing, and sent another two NPC's back, this time to Dale, to let the Seneschal know of Easterling squatters on his border. I am looking forward to unveiling that plotline in later activities, depending on what my players choose to do.

Finally they follow the goblins back to the abandoned Elf Tree fort. They hatch a plan to set teh fort on fire, having Feldspar and Nain give up their precious dwarf spirits to soak into rags, and make a slew of flaming arrows. Volley after volley are unleashed at the fort, and the PC’s mop up goblins who flee in a burning panic. One particular goblin is very hard to hit, and Feldspar, Nain and Wolfred target him in particular.

Exploring the bodies, Feldspar discovers the ring the goblin was wearing, and claims it as his own.

After teh battle, the PC's send the last of teh NPC's back to Esgaroth and Dale to report that the orcish menance has once more been beaten. Then, the PC’s track the Easterlings from the abandoned farm to a once abandoned city. In MERP, there once was a city connecting the city of Esgaroth with the Iron Hills. Buhr Naurthauja was little more than a large fortified rest-stop in the past before the coming of Smaug, and had long been abandoned.

I decided that men and dwarves had come a year after teh defeat of the dragon, and are working to rebuilt the lost city. Gleefully, the Players were totally confused by the presence of Easterlings, Dwarves and Bardings working in conjunction to rebuild the place. After years of playing at my table, both Angel and Joe know to expect the unexpected. Thinking I was prepping a massive return of Wain Easterlings, or some such, they were very prepared to see an invading hoarde just at the boarder. While I do have an invading horde, it will come from Gundabad and Angmar towards the end of the campaign, not from the east. They know something must be up, and think it must be this place, but everything is on the up and up. If they keep with this thread, then eventually they will discover that Alatar the Blue Wizard is responsible for this act of cooperation, and could even become his allies and part of his Warder's of Orome.

The PC's stay in the city for a week, during which time Feldspar starts using the ring to boost his Awe rolls, and starts accruing his Shadow Points. Just one at first, but it is a start. After a week, and realizing that the city really is a place of peaceful cooperation, with small bands being sent out to long abandoned homesteads and ruins to act as the towns eyes and ears, they report back to Hador, who they think is a loyal patron, which will make his soon betrayal so much sweeter. They hear that an old widow’s cottage in Dale is up for auction for failure to pay taxes, and buy the place for her. They convert it into a B&B, and have her run the place as their first holding. And thus ends the year.
Peter J. Ross II
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