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Help with hazards in or around Mirkwood?

Posted: Wed Nov 22, 2017 8:13 pm
by Timmity Took
Hello, fellow travelers!
This coming sunday, my players will choose to either go around, over, Mirkwood or through the Old Forest Road.
It depends on if they, after a double encounter, wish to guide a small family to Dale or help Bofri son of Bofur exploring the ancient and overgrown Old Dwarf Road (and then maybe go to to Dale).

This wlll be my second session with This system and my first time running a Journey for my players
I would love to hear suggestions on hazards(especially) and other fun, interesting or scary tings that could happen on the way. It's autumn

The 2 routes:

Around the Forest ...
6 days East Middle Vales (1 fat. TN12)
4 days East Upper Vales (1 fat TN14)
17 days Mountain Narrows (5 fat TN16)
5 days Northern Dale Lands (1 fat TN14)
= 32 days (8 fatigue tests)

Old Forest Road*...
30 days Old Forest Road
(west: 2 TN16 - mountains: 4 TN20 - east:1 TN18)
2 days Long Marches (1 TN18)
7 days Upper Marches (2 TN16)
= 39 days(10 fatigue tests)

*I'll wing a few corruption tests in shadow lands and dark lands.

Re: Help with hazards in or around Mirkwood?

Posted: Thu Nov 23, 2017 3:28 pm
by Timmity Took
:geek:

Re: Help with hazards in or around Mirkwood?

Posted: Thu Nov 23, 2017 7:27 pm
by Timmity Took
Do you just improvise them?

Re: Help with hazards in or around Mirkwood?

Posted: Thu Nov 23, 2017 8:04 pm
by amajo
Timmity Took wrote: ↑
Thu Nov 23, 2017 7:27 pm
Do you just improvise them?
I personally love to use Hobbit Tales to create semi random Hazards. I'd give the cards to my players and they'd take the narrative initiative to describe how that Hazard happened. Or I'd describe it in some special cases.
There are also many Hazard suggestions in the different published supplements. For Mirkwood I'd look specifically at Tales from Wilderland, and with Heart of the Wild you can increase the level of detail of the region.

Re: Help with hazards in or around Mirkwood?

Posted: Thu Nov 23, 2017 8:57 pm
by Indur Dawndeath
amajo wrote: ↑
Thu Nov 23, 2017 8:04 pm
Timmity Took wrote: ↑
Thu Nov 23, 2017 7:27 pm
Do you just improvise them?
I personally love to use Hobbit Tales to create semi random Hazards. I'd give the cards to my players and they'd take the narrative initiative to describe how that Hazard happened. Or I'd describe it in some special cases.
There are also many Hazard suggestions in the different published supplements. For Mirkwood I'd look specifically at Tales from Wilderland, and with Heart of the Wild you can increase the level of detail of the region.
I’ll second this and add the Journeys supplement as an excellent source for Hazards

Re: Help with hazards in or around Mirkwood?

Posted: Fri Nov 24, 2017 6:09 am
by gsecaur
I recently ran a scenario set on the Old Forest Road, and for that leg of the journey I used a selection of Hazards from the Journeys & Maps book:

Spider Webs,
Track of the Werewolf (which may have been originally called Track of Wolves or some such, but one of our PCs has a background related to the Werewolf of Mirkwood),
Wild Wolves,
Stalking in the Night,
Cruel Weather, and
Worn with Sorrow and Toil.

That gave me one Hazard for each PC, plus an extra that could apply to anybody (in case someone rolled Hazards on multiple Travel tests). I made some slight adjustments to the written Hazards, to customize them for the party and the specific scenario, so that when I want to use the same Hazards again they won't feel too familiar.