Re: Mansbane
Posted: Tue Oct 18, 2016 5:45 pm
[deleted as irrelevant]
If we could try and keep the focus of the thread on this above quote then I'd appreciate it. Ta.Rich H wrote:It is going to be tragic and I know the players/PCs will want to try and heal this poor creature and may well die trying.
Any ideas/suggestions as to how such an entwife could be helped/calmed. I'm thinking that when they companions encounter her in the dream she is chained with barbed wires and orcs smash drums and metal creating a cacophany of noise to torment and anger her. Later, in the present day, the PCs will encounter her as she attacks a tower/settlement within the Anduin Vale. A storm wages, which is driving her mad and the cause of her rage (in fact, the attacks of Mansbane only occur during such storms; although the PCs are not yet privvy to such info), so perhaps she can be calmed...
I'm thinking some ludicrously high rolls are required; perhaps an extended action of Song? And the PCs making Feat tests to stand their ground calmly and without aggression against such a raging creature?
Any ideas?
I don't have any hobbits in my party and although we did have an elf he left the gaming group due to the usual (and annoying) real life commitments! I like the ideas above though so I wonder...cuthalion wrote:Just brainstorming . . .
- Any hobbits in the group? Perhaps hobbit voices/songs might interest her more than others ala Treebeard?
- An elf using The Speakers?
- Elf usage of lore/song for knowledge of entish--presumably some prior lore research might be required here.
- Elf lights??
- Calling on Elbereth, or perhaps more appropriately, the maya/ainur who made the trees of light/forests of ME, blanking on my Silmarillion right now.
- Use of magic/magical/wonderous items??
I agree but as we don't know much then who knows what they look like; and if one was corrupted and tormented over a number of centuries then their appearance and abilities etc could be even more removed from whatever a true entwife could/would be.cuthalion wrote:Not easy, since so little is known about the entwives. You've certainly given yourself a challenge! Will be interested to hear how it goes.
We do have a Woodman but he doesn't have Staunching Song. Curses! Perhaps though the PC could recall other kin using it and understand it's deep meaning and the roots of where it came from.Falenthal wrote:Following Cuthalion's ideas:
* Staunching Song, the Woodmen's Virtue, might have its origins in chants teached by the Entwives to the ancestors of the Woodmen.
* Silence, in some way, could be even more helpful than songs. Don't know how to implement this, but it's an idea. Allowing her to pursue the group, while they lure her into some silent place?
This would be a wonderful outcome to a tragic set of events and I think very in keeping with LotR, although they may not have opportunity to find the place beforehand...Falenthal wrote:Maybe there's something like that in the Heart of the Wild, and the fellowship might know about it before finding Mansbane.
I agree with using Song. Saving, or at least calming, Mansbane feels a lot like the Heal Corruption undertaking so I'd like to go with that in some way.Corvo wrote:The Elves were the ones that taught the Ents to speak, and only later they developed their own language.
So the deepest memories of the (oldest) Ents are tied to elven language (Sindarin, probably).
So I think that an Elf can have an easier time calming the entwife. The Speakers virtue is another bonus, and a moment to shine for an hero that choose such un-warlike skill.
Lacking any Elf, I would rule that any Sindarin-speaker can have a bonus. I think that any Hero with the "Old Lore" trait knows Sindarin (it's the Latin of M-e).
Failing that, remember that in Tolkien's opus a gentle soul can succeed were even the Wises fail: I would keep an eye on the traits of the least-warlike heroes.
With any character, I suppose that Songs is the best skill to use
When I'm plotting something out, in order to get an idea if it hangs together and makes sense as an idea/story, I work on the 'ideal outcome' first and then build in options, variations, and decision points afterwards. I don't know if others work in a different way but adding in those things to my above post may well have confused the discussion from where I really wanted to focus on the idea more than anything else and how it could hold together.cuthalion wrote:Those are some good ideas. I guess my question--and I'm genuinely curious, not being critical, as I'm a much greener LM--is over the single path to success. How will you play this out without the players feeling like they are jumping through hoops?
Failure in this is a perfectly okay outcome; well, beyond the obvious risk to life and limb which the PCs would like to avoid. My musings in my previous post were only to create a potential path to success or to make the battle/killing of Mansbane that much more poignant and tragic. It's likely that the PCs will not be able to calm Mansbane and may have to kill her in order to save themselves and other innocent lives. I don't have an issue with that as I do think success should be extremely difficult to achieve here, at least in one encounter, and due to the murderous nature of the creature the PCs may not have the luxury of further ones due to the danger it poses. It's going to be a difficult choice for them in this regard.cuthalion wrote:1. What if there is a pretty high chance to fail? You're creating a fairly epic encounter, just physically/mechanically but also in terms of invoking some weighty lore. It would seem to me that soothing a tortured/enraged ent is pretty impossible. What if players can attempt tasks etc., but any success depends more on the will of the west--i.e. Gandalf runes--than anything else. This increases difficulty and takes things out of anybodies hands.
My idea was for it to be a number of battles (or pauses within a larger battle) across the various areas/levels of the tower with potential quiet moments where the PCs could try and interact differently with Mansbane. They could also forego any attacks to try and calm the creature which would have a more positive effect as hurting it would mean it retaliates with violence. I mentioned a storm raging during the encounter, and it being one of the causes of Mansbane's fury, so my idea was that any G-runes rolled by the players would allow for a lull in the storm and opportunities to try and calm the creature - which would require numerous accrued successes. Rolling any EYEs would likely have opposite affects of the storm or put LMCs in jeopardy, etc.cuthalion wrote:You could stage (and probably are anyway) the interchange at the tower/fortress as an encounter, but successes would relate to Gandalfs. You'd need a couple of comprises at the ready (Ash or someone important is injured? Damage to the tower puts the refugees' encampment at stake? Orcs use the opportunity to attack?)---but if they really did succeed, it would feel more fated, less scripted.
This is a possibility but could likely mean they have left others to their deaths at the hands of the creature. Again, another tough/horrible decision for them to make.cuthalion wrote:Additionally, if they fail, Mansbane can return another time.
cuthalion wrote:2. Perhaps the can learn more in the dream than just a particular way/song to calm her. What if from her description, or from use of Speakers/or other roles, whoever is in the dream sequence gets some kind of a clue as to where she hails from?
I think as one of the PCs has 'Rhymes of Lore' and 'Old Lore' that information should be available to them. One trait, as per the RAW, would allow for a player to attempt a Lore test where the LM usually wouldn't allow for one but I think as the character has both traits then they should be given the info without a roll (ie, the second trait allows them to auto-succeed).cuthalion wrote:I would imagine place is pretty powerful to an ent. Then your elf Ash could perhaps help them locate it, or provide information about it, or some elf old enough to remember Ents and something of the Ent language. Again, this is stretching things out and involving more mini adventures, which might not be what you want.
They wouldn't solve it completely and bear in mind there are greater victories/solving of problems within adventures such as "Tales from Wilderland" to the one I'm presenting here (eg, foiling the plans of, and destroying, the Gibbet King) so I think it nestles easily within such outcomes. The Entwife, in the best of circumstances, would still be a lost soul and would not be re-integrated into 'society' of any kind. I previously mentioned, "Although still a sad creature, lost to her kind", that's what I meant there; the PCs at best could stop her from being this murderous monster and all they could hope for would be for her to become a sad and lonely creature, lost in the depths of Mirkwood where she would trouble the world of men no longer. To me, that feels far more fitting, the PCs have saved her to some degree and overcome the Shadow's intent of turning her into Mansbane but from such Corruption she can never return to her whole self and effectively lives in exile and isolation; this is therefore a small victory but tinged with great loss.cuthalion wrote:I guess my leaning, if you wanted to keep this short, would be to have them fail, perhaps with slight successes, rather than succeed. Having an enraged entwife escape and be somewhere at large in Mirkwood feels more at one with the sadness of the third age, and more in line with canon, than the heroes solving all the world's problems.
No problem, will do. And thanks for taking the time to read and discuss.cuthalion wrote:Anyway--hopefully it helps just having a sounding board if nothing else. I'm liking the thread of the story and characters that you're working out--keep us updated!
That's fine but can you respect how this thread has now evolved and appreciate where the discussion has headed and what it is now about. We're no longer talking about what it is. Thanks.Otaku-sempai wrote:I'm not sure I care for the idea of Mansbane as an Entwife