Prince Telvido's New Campaign
Posted: Wed Apr 27, 2016 5:05 pm
Hello all, a long time Tolkien enthusiast and gamer here. I've been lurking on these forums for a while now, gleaning precious information and ideas for crafting my own 'The Great Shadow Rising" campaign, and thought i would share the first few sessions of my game with those who have so richly blessed me with my preparations.
For myself, I have been reading some work of Tolkiens (or about him) every year since 1986. My players know my deep passion for the world, even if they are comfortable with never wanting to rise to that same level. Back in the 80's and 90's I played Iron Crown Enterprises "Middle Earth RPG" and also the Middle Earth Card game fanatically. As one of my players is also a Tolkien fan, and also played some of the MERP and CCG with me in college, I decided to draw a lot of names and story arcs from that source material. My other player has watched the Movies, and listen to me natter on often enough he is familiar with the setting, but a bit clueless as to the events not depicted on screen. Fortunately he has one of my "Tolkien A-Z" copies in his gaming material, and has been reading up on the world and peoples.
We made characters two weeks ago, and created a medium/large sized party. We have one Beorning, one Woodsman, two dwarves, a hobbit and I created young 'Jarvi' as the local Lakeman Barding. With the presence of two 'Broadbeam' clan dwarves, we opted to have this party as somewhat anti-Elf. As there are only two players, each player runs two or three characters. As we have been gaming for 15 or more years together, we are fairly good at running multiple characters well. The one player far more knowledgeable of the world is running 'Nain' the more Scholarly of the two dwarves, plus 'Kieran' the wandering Hobbit from the Shire and 'Wulfgar' the Woodsman Ranger. The less experience player is running 'Dolf' the Warden Beorning and 'Feldspar' the Treasure seeking dwarf. I occasionally run 'Jarvi' the Merchant Widow's son from the adventure "Blood in the Water" when he is not being run by the less experienced (in Middle Earth lore) player, mostly to help build up the local flavor and information.
For Background information, I helped build up each character spending a few hours of just drawing up histories and agenda's for each character with the players.
'Feldspar' is the semi defacto leader of the company. A Dwarf of the Iron Hills, his home in Azanulinbar-Dûm connected him to many wealthy Longbeard dwarves, which made his lesser status as a Broadbeam all the more wearisome. For Feldspar's is is a noble heritage from long lost Barazbizar (Carn Dum), and one of the last kin of the son of King Brór, who ruled Barazbizar when the Witchking came to claim the city for his own. While Feldspar dreams of rebuilding the kingdom of the Broadbeam Dwarves, much as Dain has done for the tribe of Durin, Feldspar know his Tribe of Dwalin will never rise to rule their lost halls as long as the Lord of the Nazgul walks Middle Earth. But he knows of long lost Zarak Dum, a Stronghold also in the Mountains of Angmar, which was lost to plague a hundred years before the coming of the Witchking. He dreams of entering those long forgotten halls and becoming his own 'King under the Mountain.' He suspects that the halls of Zarak Dum have been occupied by a Drake or Dragon, and came to Erebor to learn how to kill a Dragon and keep its horde, as Thorin and Company managed to do. He has arrived in the still being build city of Esgaroth, in time for their second 'Dragontide' Celebration, in Autumn of 2943. (LM Note: I decided that Dragontide would be celebrated ever year, starting in 2942, but would grow bigger, grander and more elaborate each year, culminating in a huge fireworks display in 2946, as a competition to Dale's 'Battle of Five Armies celebration').
Nain is a cousin to Feldspar, and also of the tribe of Dwalin. While Feldspar dreams of gold and lordship, Nain dreams of the long lost records and knowledge of his people hidden in lost halls and deep delves. His home in Zirakbhund (Mallost in the Ered Luin) and those long forsaken mines offered him much lost lore to explore, but little in the way of people to communicate with. The few members of the garrison in little more than a backwater outpost could little understand the great thirst for knowledge that young Nain had. So when he heard of the success of the Company of Thorin Oakenshield, he set out for Erebor with other dwarven travelers from the Blue Mountains. He has just witnessed the Second Dragontide celebration, and is embarking on a ferry ride up the Long Lake to Dale and thence to Erebor.
Kieran was ever restless. At just 44, he is not quite yet a truly mature Hobbit, and ought not to be on his own. But Dodi and Agatha Brandybuck brought him along on their mad idea to set up an Inn under the leaves of the Great Mirkwood anyway. Now they know why their kin in Hobbiton had asked them to apprentice him. Kieran is a lovely lad, but far to bubbly and energetic for any respectable Hobbit. So Agatha came up with the idea to send Kieran to Esgaroth to set up some trade for foodstuffs and other necessities with the merchants over there. They managed to hire (swindle) a Beorning named Dolf to escort their ward across the Wildes. Kieran is ever looking to explore the wild world. He just hasn't got any plain Hobbit sense in his head, and instead just wants to see everything. Maybe even find some Goblins and battle them as Bilbo did on his adventure. Alas, the Grey Mountain Narrows proved a pleasant enough trip with no Goblins, but Kieran swears he heard a Warg howl one night when the moon was full. Dolf told him to shut up and that it was just an owl. Esgaroth was very impressive, but only half the buildings are done. Clearly Aunti Agatha would want trade with a more establish population, so you have taken it into your head that better Merchants can be found in Dale, which is a proper city.
Dolf, a Beorning son, a dedicated Warder, has taken it upon himself to bring the young Hobbit through the Wildlands to Esgaroth and back. The two managed to make it across the Grey Mountain Narrows with no real issue, and Dolf thanked the Great Bear Spirits and the wisdom of Orome for guiding them safely thus far. Alas, the young Hobbit has prematurely greyed some of Dolf's beard with worry, as the lad is often scampering about, and vanishing into dark holes and other places, looking for the Goblin's that he has heard that other crazy Hobbit Bilbo speak of. Now that they are in Esgaroth, Dolf though he could be finally free of worry, but the dratted Hobbit is off already on a Ferryboat to head up to Dale.
Wulfgar has lived in Woodmentown all his life. The warm light of the Lanter of Balthi has made the nights tolerable, even under the eves of the trees so close to Dol Guldur. Once the Necromancer was driven out two years ago, things have improved. More people are coming to the Woodmen's halls, and Wulgar hopes to make a name and reputation for himself, and the best way to do that is through money. So, he has come to Esgaroth and Dale to claim some of the dragon treasure that is flowing out of the mountain. A Good trapper and Furrier ought to provide the excessively rich folk of these lands with some good sturdy furs for the long cold winters that must be common so far to the north. Once Wulfgar has his own treasure chest loaded with gems and gold, he can return to Woodmen Town, become a councilor of the people, and help rule wisely and richly.
Jarvi is the young boy from the adventure 'Blood in the Water" by Eclipse from these forums. viewtopic.php?f=7&t=195
As LM, I decided a young, energetic local would be a good Plot controlled PC, and the late teen son of a Merchant would allow me ample opportunity to create PC plothooks. So rather than him stay with the Ferry when they discover the events in 'Blood" I had Jarvi join the party. He has taken a liking to Kieran, as both are pretty much late teens getting into trouble in the wild world. And I set up Jarvi with the Treasure Hunter background. Tired of life as a Stockboy for his Mother, Jarvi want to seek out wealth and fame with none of the hard work. So when a company is formed on the Dock of the Dragon Head Inn, he seizes the opportunity and joins in hunting for the miscreants who caused the trouble 'Practically in our own back yard mother!'
So, that is the Company heading up the Long Lake towards teh Dragon Head Inn, and their first adventure.
For myself, I have been reading some work of Tolkiens (or about him) every year since 1986. My players know my deep passion for the world, even if they are comfortable with never wanting to rise to that same level. Back in the 80's and 90's I played Iron Crown Enterprises "Middle Earth RPG" and also the Middle Earth Card game fanatically. As one of my players is also a Tolkien fan, and also played some of the MERP and CCG with me in college, I decided to draw a lot of names and story arcs from that source material. My other player has watched the Movies, and listen to me natter on often enough he is familiar with the setting, but a bit clueless as to the events not depicted on screen. Fortunately he has one of my "Tolkien A-Z" copies in his gaming material, and has been reading up on the world and peoples.
We made characters two weeks ago, and created a medium/large sized party. We have one Beorning, one Woodsman, two dwarves, a hobbit and I created young 'Jarvi' as the local Lakeman Barding. With the presence of two 'Broadbeam' clan dwarves, we opted to have this party as somewhat anti-Elf. As there are only two players, each player runs two or three characters. As we have been gaming for 15 or more years together, we are fairly good at running multiple characters well. The one player far more knowledgeable of the world is running 'Nain' the more Scholarly of the two dwarves, plus 'Kieran' the wandering Hobbit from the Shire and 'Wulfgar' the Woodsman Ranger. The less experience player is running 'Dolf' the Warden Beorning and 'Feldspar' the Treasure seeking dwarf. I occasionally run 'Jarvi' the Merchant Widow's son from the adventure "Blood in the Water" when he is not being run by the less experienced (in Middle Earth lore) player, mostly to help build up the local flavor and information.
For Background information, I helped build up each character spending a few hours of just drawing up histories and agenda's for each character with the players.
'Feldspar' is the semi defacto leader of the company. A Dwarf of the Iron Hills, his home in Azanulinbar-Dûm connected him to many wealthy Longbeard dwarves, which made his lesser status as a Broadbeam all the more wearisome. For Feldspar's is is a noble heritage from long lost Barazbizar (Carn Dum), and one of the last kin of the son of King Brór, who ruled Barazbizar when the Witchking came to claim the city for his own. While Feldspar dreams of rebuilding the kingdom of the Broadbeam Dwarves, much as Dain has done for the tribe of Durin, Feldspar know his Tribe of Dwalin will never rise to rule their lost halls as long as the Lord of the Nazgul walks Middle Earth. But he knows of long lost Zarak Dum, a Stronghold also in the Mountains of Angmar, which was lost to plague a hundred years before the coming of the Witchking. He dreams of entering those long forgotten halls and becoming his own 'King under the Mountain.' He suspects that the halls of Zarak Dum have been occupied by a Drake or Dragon, and came to Erebor to learn how to kill a Dragon and keep its horde, as Thorin and Company managed to do. He has arrived in the still being build city of Esgaroth, in time for their second 'Dragontide' Celebration, in Autumn of 2943. (LM Note: I decided that Dragontide would be celebrated ever year, starting in 2942, but would grow bigger, grander and more elaborate each year, culminating in a huge fireworks display in 2946, as a competition to Dale's 'Battle of Five Armies celebration').
Nain is a cousin to Feldspar, and also of the tribe of Dwalin. While Feldspar dreams of gold and lordship, Nain dreams of the long lost records and knowledge of his people hidden in lost halls and deep delves. His home in Zirakbhund (Mallost in the Ered Luin) and those long forsaken mines offered him much lost lore to explore, but little in the way of people to communicate with. The few members of the garrison in little more than a backwater outpost could little understand the great thirst for knowledge that young Nain had. So when he heard of the success of the Company of Thorin Oakenshield, he set out for Erebor with other dwarven travelers from the Blue Mountains. He has just witnessed the Second Dragontide celebration, and is embarking on a ferry ride up the Long Lake to Dale and thence to Erebor.
Kieran was ever restless. At just 44, he is not quite yet a truly mature Hobbit, and ought not to be on his own. But Dodi and Agatha Brandybuck brought him along on their mad idea to set up an Inn under the leaves of the Great Mirkwood anyway. Now they know why their kin in Hobbiton had asked them to apprentice him. Kieran is a lovely lad, but far to bubbly and energetic for any respectable Hobbit. So Agatha came up with the idea to send Kieran to Esgaroth to set up some trade for foodstuffs and other necessities with the merchants over there. They managed to hire (swindle) a Beorning named Dolf to escort their ward across the Wildes. Kieran is ever looking to explore the wild world. He just hasn't got any plain Hobbit sense in his head, and instead just wants to see everything. Maybe even find some Goblins and battle them as Bilbo did on his adventure. Alas, the Grey Mountain Narrows proved a pleasant enough trip with no Goblins, but Kieran swears he heard a Warg howl one night when the moon was full. Dolf told him to shut up and that it was just an owl. Esgaroth was very impressive, but only half the buildings are done. Clearly Aunti Agatha would want trade with a more establish population, so you have taken it into your head that better Merchants can be found in Dale, which is a proper city.
Dolf, a Beorning son, a dedicated Warder, has taken it upon himself to bring the young Hobbit through the Wildlands to Esgaroth and back. The two managed to make it across the Grey Mountain Narrows with no real issue, and Dolf thanked the Great Bear Spirits and the wisdom of Orome for guiding them safely thus far. Alas, the young Hobbit has prematurely greyed some of Dolf's beard with worry, as the lad is often scampering about, and vanishing into dark holes and other places, looking for the Goblin's that he has heard that other crazy Hobbit Bilbo speak of. Now that they are in Esgaroth, Dolf though he could be finally free of worry, but the dratted Hobbit is off already on a Ferryboat to head up to Dale.
Wulfgar has lived in Woodmentown all his life. The warm light of the Lanter of Balthi has made the nights tolerable, even under the eves of the trees so close to Dol Guldur. Once the Necromancer was driven out two years ago, things have improved. More people are coming to the Woodmen's halls, and Wulgar hopes to make a name and reputation for himself, and the best way to do that is through money. So, he has come to Esgaroth and Dale to claim some of the dragon treasure that is flowing out of the mountain. A Good trapper and Furrier ought to provide the excessively rich folk of these lands with some good sturdy furs for the long cold winters that must be common so far to the north. Once Wulfgar has his own treasure chest loaded with gems and gold, he can return to Woodmen Town, become a councilor of the people, and help rule wisely and richly.
Jarvi is the young boy from the adventure 'Blood in the Water" by Eclipse from these forums. viewtopic.php?f=7&t=195
As LM, I decided a young, energetic local would be a good Plot controlled PC, and the late teen son of a Merchant would allow me ample opportunity to create PC plothooks. So rather than him stay with the Ferry when they discover the events in 'Blood" I had Jarvi join the party. He has taken a liking to Kieran, as both are pretty much late teens getting into trouble in the wild world. And I set up Jarvi with the Treasure Hunter background. Tired of life as a Stockboy for his Mother, Jarvi want to seek out wealth and fame with none of the hard work. So when a company is formed on the Dock of the Dragon Head Inn, he seizes the opportunity and joins in hunting for the miscreants who caused the trouble 'Practically in our own back yard mother!'
So, that is the Company heading up the Long Lake towards teh Dragon Head Inn, and their first adventure.