[Tale of Years] The Fellowship of the Free (Spoilers)

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Rich H
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Re: [Tale of Years] The Fellowship of the Free (Spoilers)

Post by Rich H » Mon Apr 24, 2017 7:13 pm

Adventuring Phase: The Wolf and The Hound
Spring 2948
Radagast asks the companions to travel west to investigate rumours of wolves entering the vales from the far north.

The fellowship arrive at Mountain Hall impressing the folk there, and their leader Hartfast, and gaining respect through their actions when aiding them against goblin attackers. They restock their supplies and scout further north into the foothills of the Misty Mountains where they encounter a pack a ferocious wargs attacking a goat-herd, his two children, and their dog. Also, two Beornings are present defending the goat-herd from the creatures. During the battle a huge vicious red furred wolf is seen upon a rise; the father of the children runs towards it and curses it unto death.

Afterwards the companions introduce themselves to Frael, the goat-herd along with his daughter, Ailla, and young son, Geim. They are also introduced to the family's hound, Brith; an impressive beast with a noble demeanour, who Brand suspected to be of a higher bearing than the wolfhounds usually found among the Woodmen. The Beornings, Grimbold and Malaric, had tracked the wargs south from their own lands for they had come down from the Redhorn Pass and into the Vale of Anduin. The company, along with the Beornings, offer to escort the goat-herd and his children to their village, Hitherd.
Grimbold is the new player-character...

Grimbold the Red
A Warden of Beorn, Grimbold is getting on in years and his one red hair is now more grey. Still a huge mountain of a man (his Body attribute is 7, favoured 9!) his friends and other villagers look to him even in middle age for protection and to right any wrongs in their lands.

Image

LM Notes
Quite a nice straight forward brute of a player character! Grimbold's pretty much the kind of character I'd have generated if I was playing TOR as I really like Beornings. I boosted his Standing a little, to justify his background and renown amongst his own folk, and the player has also mentioned that he has a young wife and family - we're therefore play testing the Holding rules I've written in order to 'ground' Grimbold a little more in the lands of the Anduin.

During the journey they are ambushed by the Red Wolf, who uses his pack in a deceptive feint in order to attack the children of Frael. It is only after the battle that the companions suspect the real target of the attack to be, Brith, and Brand recalls the ancient tale of Huan, the legendary hound of old who defeated Drauglin father of werewolves, cowed Sauron and slew the greatest werewolf Carcharoth before succumbing to his wounds.

Arriving at Hitherd they are not greeted warmly. A dark cloud lies across the village, its folk downtrodden and fearful of their lives; it is apparent that the Red Wolf had been terrorising the village folk for some time and has slain all but one of their hounds as well as some of the village folk, including the wife of Frael, Frea. Witnessing this had driven the goat-herd mad with rage and Brogan fears for the safety of his late sister's children.

Rallying the villagers, the companions along with Grimbold the Beorning, fortify the defences and prepare to face the warg pack and their leader. That night, the pack approaches, among it are goblins riding the larger wargs; their leader makes fun of and torments the villagers but is quickly silenced by Brand with an arrow to the goblin’s throat.

The battle of Hitherd is bloody and many lives are lost including Frael; slain by one of his own folk, Mundovald, who had fallen into shadow and despair. With the gates of the village breached, Brand faces the great Red Wolf alone. His act of courage allowing his companions enough time to gather themselves and stand with him. Together they drive the Red Wolf away and victory is theirs but at great cost to the villagers and their home.

During the battle, the Red Wolf had grievously wounded Brith and the companions, now realising that he is the real target of the creature’s attention, decide to carry him from the village and travel east to the Woodmen; their they would look for aid and counsel.

Arriving at Woodland Hall, they meet with Ingomer and his aides. The old leader quickly cuts short their meeting when Brand speaks too freely of his suspicions of Brith’s heritage and the intentions of the Red Wolf. Sending them on their way south to Rhosgobel, Ingomer explained that some secrets should remain so. Leaving that night, the companions encounter Radagast in strange circumstances. The Brown Wizard is accompanied by the squirrel, Acweorna, and an old hound, Cwen, mother to Brith.

Their journey to Rhosgobel appears to last only a few hours, as they follow Radagast and Acweorna along a strange winding path. Resting there, they inform the old wizard of their encounters and of the Red Wolf. Awaking early the next morning they find Radagast preparing to leave. Deeply concerned by what they had said the previous night, he informs them that he would seek the advice of the head of his order, Saruman the White, and would return as soon as he could.

LM Notes
This was a pretty epic adventure that was originally going to be a directly translater set of French fan adventures (named Caran Gaur) that I was converting into English. However, this proved to be far more difficult than I first anticipated and I ended up taking the rough/basic outline of the plot and simply developing the detail to fit my campaign. I think this eventually worked out for the best and was a far more efficient use of my time.

I introduced the idea of Battle Maps in this adventure to help support more complex combat scenes but to also make them easier to manage. This first one was used when the player-characters and the goat-herd and his children were ambushed by the Wargs:

Image

Also, there were a number of extended actions with regard to rebuilding and preparing Hitherd:

Image

... for the eventual assault:

Image

These 'maps' really helped bring to life the battles and extended tasks within the adventure and worked far better than I expected - for the players and also for myself when I was designing the different types of encounters. The end battle with the Red Wolf was truly epic!

EDIT: I've written up a supplementary document for these 'Battle Maps': https://www.dropbox.com/s/7r4ak3wjvb76g ... s.pdf?dl=0. Seems sensible to post here.
Last edited by Rich H on Fri Apr 28, 2017 10:56 am, edited 3 times in total.
TOR resources thread: viewtopic.php?f=7&t=62
TOR miniatures thread: viewtopic.php?t=885

Fellowship of the Free Tale of Years: viewtopic.php?f=7&t=8318

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beckett
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Re: [Tale of Years] The Fellowship of the Free (Spoilers)

Post by beckett » Mon Apr 24, 2017 7:24 pm

I love that you're doing this, Rich! :D
Ever tried. Ever failed. No matter. Try Again. Fail again. Fail better.


I'm one of the Look-outs in the Fellowship of the Spam Cops.
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Rich H
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Re: [Tale of Years] The Fellowship of the Free (Spoilers)

Post by Rich H » Mon Apr 24, 2017 7:31 pm

beckett wrote:
Mon Apr 24, 2017 7:24 pm
I love that you're doing this, Rich! :D
Cheers Marco! It's proving interesting going back over my old notes. I'm trying to add in new rules etc from my game *but* a lot of them are intertwined with my house rules so need to be careful about confusing things. :)
TOR resources thread: viewtopic.php?f=7&t=62
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Fellowship of the Free Tale of Years: viewtopic.php?f=7&t=8318

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Rich H
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Re: [Tale of Years] The Fellowship of the Free (Spoilers)

Post by Rich H » Mon Apr 24, 2017 7:49 pm

Fellowship Phase: Folkmoot of the Woodmen
Mid Summer 2948
The companions rest in Rhosgobel in Radagast’s cottage, recovering from their exertions and waiting for the wizard’s return. During this time they attend the Festival of Heroes; a woodman celebration welcoming in midsummer and the yearly folkmoot that takes place on the Field of Heroes on the edge of the western eaves of Mirkwood and a little ways from the path to Rhosgobel.

It is mid-summer when the Woodmen meet on the Field of Heroes to discuss news and matters of trade and allegiances. The heroes speak supporting both Caewin the Generous and Bofri, son of Bofur, the Dwarf. It is agreed that Sunstead is formally recognised as a Woodman settlement and that they would support Bofri and his companions in his investigations and expedition to re-open the old Dwarf Road of Mirkwood. Amaleoda the Shieldmaiden also has her request granted for aid in building a hall at the Black Tarn.

As the moot is drawing to a close a force of riders enter the field, the head presenting himself as the long-lost son of Ingomer; once called Ingold he now calls himself Mogdred and declares himself Lord of Tyrant’s Hill. Harsh words are exchanged and Mogdred boasts how he protects the southern flank of the Woodmen, throwing dozens of severed orc heads from sacks on the ground before those assembled, and scornfully demanding a seat in the councils of the Woodmen, tribute from the Black Tarn, wives for his warriors, and gold from the mountains. Challenged over the outlaw Dagma he accuses Beran of spying and breaking the laws of Courtesy, demanding that the prisoner be returned to him.

Visibly shaken, Ingomer eventually asks that Mogdred give the Woodmen time to consider his request and return next mid-summer where it will be decided whether to accept the Men of Tyrant’s Hill into their family.

Some time passes...

Returning, Radagast informs the companions that his fears are realised: he believes the beast they faced to be a Hound of Sauron; an evil and powerful warg or werewolf, but they had shown great courage and fortitude in driving it away. The Brown Wizard requests their help in discovering the whereabouts of the creature now, for he fears that it could be serving some greater darkness still, and tasks the fellowship with travelling west to the Gladden Fields where they should seek out an old fortress of the enemy, the Dwimmerhorn. Long deserted, this ancient place could again be an abode for evil and darkness.

LM Notes
This session played out as a bit of a hybrid Adventuring plus a Fellowship Phase. There was certainly a lot of interaction, in the guise of the Folk Moot, which wasn't just player narrative driven as you'd usually expect in a Fellowship Phase but a lot of the discussions between the players and characters moved around and swapped between player discussions and character ones; quite interesting anyway!

Again, I introduced a bit of a visual guide to the Folk Moot, as below:

Image

I also have some rough guide notes here should people be interested: https://www.dropbox.com/s/6lcy157teufd2 ... s.txt?dl=0, will leave it at that but if anyone has any questions feel free to post here. This was another nice introduction to support a slight variant of the Encounter rules and act as a fun mini-game for the players and myself.

EDIT: Okay, I've put together the following document in an attempt to order/rationalise the above: https://www.dropbox.com/s/02c91eydrv442 ... s.pdf?dl=0. I still think LMs are better off playing fast and loose with this kind of thing though.

Will leave it a couple of days now until I post the next adventure so people can digest all this and/or ask any questions. Hope people are enjoying it so far, though! :)

Next: A Darkness in the Marshes.
Last edited by Rich H on Fri Apr 28, 2017 10:56 am, edited 1 time in total.
TOR resources thread: viewtopic.php?f=7&t=62
TOR miniatures thread: viewtopic.php?t=885

Fellowship of the Free Tale of Years: viewtopic.php?f=7&t=8318

Rue
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Re: [Tale of Years] The Fellowship of the Free (Spoilers)

Post by Rue » Tue Apr 25, 2017 5:44 pm

These are amazing Rich, the maps are particularly interesting. Thank you so much for writing this all up, I can't wait to read more!

I'd be interested to hear how your players (and their PCs), handle the dark tone of the campaign. I think you said they were bummed out about some of the dark outcomes (which I agree are in keeping with the source material), and I'd love to hear more.

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Rich H
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Re: [Tale of Years] The Fellowship of the Free (Spoilers)

Post by Rich H » Wed Apr 26, 2017 10:49 am

Rue wrote:
Tue Apr 25, 2017 5:44 pm
These are amazing Rich, the maps are particularly interesting. Thank you so much for writing this all up, I can't wait to read more!
Really glad you like them, Rue, and I'm enjoying writing them up - will be really useful for my players as well. Also, will be interesting to compare my adventure write-ups to others like Majestic's - to see how the same campaign can deviate and how groups focus and develop different threads!
Rue wrote:
Tue Apr 25, 2017 5:44 pm
I'd be interested to hear how your players (and their PCs), handle the dark tone of the campaign. I think you said they were bummed out about some of the dark outcomes (which I agree are in keeping with the source material), and I'd love to hear more.
I think there's a bit of a cultural thing at work here... Having talked about it to other gamers over the years I do think that, generally, Brits prefer darker fantasy that you guys and girls from the USA so the tone of our campaigns can be a little darker and grimmer - or at least Brits in and around my age/generation. I mean, while many in the US were playing D&D (and in the UK to be fair) there were plenty of groups in the UK getting stuck into Warhammer and other RPGs like the brilliant Dragon Warriors - which I highly recommend to anyone interested. So my players, perversely perhaps (?), enjoy a darker and more depressed tone to their fantasy games; it therefore itsn't really a question of how they handle it but more their preferred mode of play! :) Some elements are pretty dark and sad/upsetting but its an strangely enjoyable/cathartic experience in the main for us. Does that make sense? Appreciate that it could sound really odd to someone who has a preference for 'lighter' fantasy.
TOR resources thread: viewtopic.php?f=7&t=62
TOR miniatures thread: viewtopic.php?t=885

Fellowship of the Free Tale of Years: viewtopic.php?f=7&t=8318

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Majestic
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Re: [Tale of Years] The Fellowship of the Free (Spoilers)

Post by Majestic » Wed Apr 26, 2017 5:11 pm

Rich H wrote:
Wed Apr 26, 2017 10:49 am
Really glad you like them, Rue, and I'm enjoying writing them up - will be really useful for my players as well. Also, will be interesting to compare my adventure write-ups to others like Majestic's - to see how the same campaign can deviate and how groups focus and develop different threads!?
I think this is one of the best aspects of playing published materials. It's fascinating to me how the history of different campaigns can deviate, based on (sometimes even small) choices made by the players. The TOR products so far have really done an excellent job of allowing the players to make decisions that truly impact the world around them.
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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Rich H
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Re: [Tale of Years] The Fellowship of the Free (Spoilers)

Post by Rich H » Fri Apr 28, 2017 10:58 am

Just in case anyone hasn't noticed, I've edited a couple of older posts to include some rules supplements. Will link here as well for ease in spotting them.

Battle Maps: https://www.dropbox.com/s/7r4ak3wjvb76g ... s.pdf?dl=0
Debates and Disputes: https://www.dropbox.com/s/02c91eydrv442 ... s.pdf?dl=0

Cheers.
TOR resources thread: viewtopic.php?f=7&t=62
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Fellowship of the Free Tale of Years: viewtopic.php?f=7&t=8318

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Rich H
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Re: [Tale of Years] The Fellowship of the Free (Spoilers)

Post by Rich H » Thu May 04, 2017 2:07 pm

Adventuring Phase: A Darkness in the Marshes
Summer 2948
The company are tasked by Radagast to find and investigate whether the Dwimmerhorn has again become a bastion of darkness. Lying within the Gladden Fields the companions set out, to the ancient hill, and encounter a herb warden, Arciryas, within the marsh's eastern pools who claims to be in the service of Saruman the White and suspects that the Dwimmerhorn lies on the western edges of the marshland. Trekking further west, the company are beset by a pair of mating Fennorm before they later ambush a group of Orcs hounding an escaped prisoner. Quickly slaying the Orcs, they treat the man who introduces himself as Walar; he has been a captive of the orcs and put to work repairing the walls of the Dwimmerhorn. He speaks of many Orcs, Wargs and evil men camped there as well as a temple that is home to a thing of evil; which delights in the torment and suffering of the slaves.

Scaling the slopes of the Dwimmerhorn the fellowship climb the outer wall and creep inside. Alone, Iwgar enters the black temple and spies upon those present there discussing their plans: a man, a huge Orc, and a large red warg. Near them is an ancient desiccated corpse propped up against an alter where, within a gilded box, a huge ring of iron chains exudes a sickly green light. The man declares that finding the secrets of the chain will mean unleashing the “greatest weapon in Middle-earth” upon Wilderland. The huge Orc states the Orcs and Wargs are hungry to taste man-flesh, whereas the wolf demands revenge against the Brown Wizard and his followers. It is then that the corpse speaks, its eyes a dim glow, and its voice rasping and thin; it commands patience and promises that all these things will come to pass and Wilderland will fall to their schemes. Bowing reverently to the corpse, the three present leave the temple while Iwgar is still hidden.

Believing the temple to now be deserted, Iwgar quietly leaves but feels a presence crawl over him like an unseen spider. It whispers a single word "gimbatul" into his ear. Shaken, he leaves the temple, whereupon horns of alarm are sounded; the companions have been discovered.

Eluding their pursuers, they climb down from the Dwimmerhorn and make their way north-west; leaving the Gladden Fields with an Orc warband giving chase. Reaching the hills below Mountain Hall, Thogrim announces that he will stay behind to face the Orc leader; who he believes to be the creature that slew his father at the Battle of Five Armies and stole his axe. He cautions his companions that Radagast must be told of the events they have witnessed and not to stand “between a Dwarf and his Doom”. Very reluctantly, the rest of the Fellowship wish him well and continue their journey to Mountain Hall.

Alone, Thogrim faced the orc warband. Iwgar’s description of him at the Dwimmerhorn left the dwarf certain that this was the foul creature which had slain his father at the Battle of Five Armies and had taken his axe, and heirloom of his family, from him. Stood within a deep narrow gorge, the brave dwarf announced himself, declaring his lineage and intent and challenging their leader; who eagerly accepts!

Rousing Hartfast and his kin the companions prepare to face the Orc band; their leader Ghor the Despoiler parades a beaten Thogrim before them and pushing him to his knees prepares to slay him. Before the killing blow is struck, Brand lets loose an arrow while Thogrim himself dives towards the Orc; both plummet off the cliff’s side, plunging into the cold mountain river below. The companions and the folk of Mountain Hall fight a brief but violent battle with the Orcs who are soon broken and flee; craven with the loss of their warlord. Descending the cliff side, they see no sign of the great Orc but find Thogrim, battered and bruised and with a broken arm, but now clutching his father's old axe.

The companions are commended by Hartfast for their bravery and he announces that they will all be remembered in song and declares them as friends of Mountain Hall; for any enemy of orcs is a friend of his folk. The company are invited by Hartfast to stay and rest in his home while they recover but they fear time is pressing and decline the warrior’s offer, instead deciding to return to Rhosgobel in order to inform Radagast and the Woodmen of their encounters with the orcs and wargs as well as their discovery at the Dwimmerhorn.

LM Notes
I shifted around the start of this adventure from TfW to fit the location of the player-heroes and also added elements/antagonists from my own campaign.
Here's the write-up of the Fennorm, another creature created by Halbarad, also from the Dale supplement:

Image
The battle with the orcs (when the player-heroes rescued the woodman captive) was particularly fun. The players managed to ambush the orcs and decimated their ranks before they managed to close into melee range. In all, they wiped out the orc hunting party before the end of the third round of combat; the orc leader dispatched in the first attack (a deadly spear throw by Iwgar which resulted in a deadly wound). It was a really impressive battle and showcased Iwgar's newly increased Spear rating of 4; and also sold the idea of have such a level in their weaponskill to the other players!

The adventure also allowed me to use some Chase Rules that I'd put together: https://www.dropbox.com/s/th03fznazoswo ... s.pdf?dl=0 from various posts by people here - especially Stormcrow.

Image

Thogrim's player couldn't make the session where the companions were being pursued but I really didn't want to cancel the game due to it being at an important point; I wanted to maintain the momentum of the game. I chatted with the player and he had previously mentioned how he didn't feel he needed to be as heavily armoured as he initially thought (re TOR's armour and protection rules) but he had taken the "Dwarf-wrought Hauberk" reward for his character. We decided it would be cool for him to face Ghor in single combat and it would give him the option to swap out the mail armour for his father's old weapon, an "Axe of Azanulbizar".

Fighting the duel, I decided to interpret the results differently - for if Thorgrim killed the Orc then he would likely be slain by the warband - up front I agreed that victory or defeat would lead to his capture and Ghor's (apparent survival), but later Thogrim would have a chance to save himself. This would be automatically successful if he defeated Ghor in the duel or would require a successful action/test if the Dwarf was defeated in the duel. Thogrim lost his personal battle, but was successful in diving into Ghor and throwing them both over the edge of the ravine later in the adventure; also allowing Ghor to survive and face Thogrim at another time. This went really well and created a lot of tension for the other players as they had no idea what we'd discussed and agreed privately. :)


Fellowship Phase: Rhosgobel
Autumn 2948
While Thogrim recuperated at Mountain Hall the rest of the companions returned east to Rhosgobel and informed the Brown Wizard of what they had found at the Dwimmerhorn. Concerned, Radagast and Gandalf then took a group of men to the Dwimmerhorn, returning a number of weeks later to inform the companions that it now lay deserted of all but the bodies and the remains of slain men and women; the orcs and wargs made sure their bellies were full and their lust for death and destruction was sated before leaving. Within the temple they could find no sign of the chain; only the ancient corpse remained and a feeling of dread lingered about the dark place.

Gandalf advises that the companions should journey South into the lands of the Rohirrim and on to Isengard in order to request aid from Saruman in understanding the nature of the chain and what secrets it could hold; for he is wisest in such matters of the Enemy.

LM Notes
The players (rightly) really latched onto wanting to know what the chain was and as I wanted to introduce the lands of the Rohirrim (and get some value out of using the Horse Lords of Rohan supplement) I decided that a trip to Saruman would be in order. It would also be nice to introduce a well known villain to the campaign before he actually fell so dramatically and would create an interesting set of options should the game continue into such a period where this became apparent.

Next: To Isengard.
TOR resources thread: viewtopic.php?f=7&t=62
TOR miniatures thread: viewtopic.php?t=885

Fellowship of the Free Tale of Years: viewtopic.php?f=7&t=8318

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Rich H
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Re: [Tale of Years] The Fellowship of the Free (Spoilers)

Post by Rich H » Fri May 05, 2017 11:13 am

Interesting so far? Any questions? Are the additional rules supplements going to prove useful to anyone? :)
TOR resources thread: viewtopic.php?f=7&t=62
TOR miniatures thread: viewtopic.php?t=885

Fellowship of the Free Tale of Years: viewtopic.php?f=7&t=8318

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