Showing posts with label Against the Witch-King. Show all posts
Showing posts with label Against the Witch-King. Show all posts

01 July 2026

Yes I am still alive. And Happy Canada Day!

The first half of 2026 was a bit overwhelming as I frequently had piles of (soul crushingly boring) administrative work to do. (Sorry for mentioning this again – I know that I’ve whined about this here before and promise that this will be the last time.)
 
I hope that things will be a bit more manageable for the second half of the year. And while blogging has been sparse, I have managed to maintain a more-or-less regular gaming schedule. Both of the campaigns with which I’m involved – the Against the Darkmaster campaign that I’m running and the Lyonesse campaign that I’m playing in – have managed to meet one to three times every month (usually twice). 

Now that it’s summer, I’m really hoping to update my logs (adventure summaries) for my Ukrasia and Middle-earth campaigns (the latter one is now on hiatus), as well as write up a conclusion and final overview for my Greyhawk campaign (which ended, *gulp*, almost three years ago!). 

To celebrate the end of our terms, my wife and I just spent a little time in Montreal, enjoying some good food, company, a museum visit, and a couple of long walks.

Below are two photos from that visit:


The view from Le Réservoir, where I always get a few pints when in town. 


A picture of me with a Cthulhu-ish octopus in the Pointe-à-Callière Museum.  

I hope that all is well with you, that you’re enjoying the World Cup, some fun role-playing games, pints of decent ale, sunsets at a cottage, or whatever brings you joy.

And Happy Canada Day eh! 
🇨🇦

03 March 2026

What roleplaying games are you playing now? What games do you want to play?

I've been writing this blog for almost seventeen years now. Yet I've rarely addressed any questions to you, the human beings who look at these posts from time to time. But I'm curious about who actually visits this place (aside from the bots). I'm interested to know what game(s) you play. 

As I explained in my previous post, the roleplaying games that I've been playing have shifted over the past two decades. Early on, I was focused primarily on "Old School Renaissance" games like Swords and Wizardry (and developed some house rules for it, many of which were later integrated into Crypts & Things, which I also played back in the day) and 1st edition Advanced Dungeons & Dragons/OSRIC. I also occasionally ran Call of Cthulhu

Then, in spring 2011, I started playing in a "Young Kingdoms campaign" that used the Runequest II (MRQII) rules. (How could I refuse? The Gamemaster was one of the co-authors of the system!) This started a long period -- continuing to this day with Lyonesse -- of playing versions of the game that is now called Mythras (MRQII and Runequest 6 were the immediate ancestors of Mythras -- all written by Lawrence Whitaker and Pete Nash). I also continued to run Call of Cthulhu from time to time (winding up a sporadic campaign in 2017). And in 2017-2018 I ran an Adventures in Middle-earth campaign.

For a few years I ran a campaign using Dungeons & Dragons 5th edition in the "Gygax version" of the World of Greyhawk. (I eventually switched to the 5e-based Into the Unknown system, but ItU is close enough to 5e that I regard the whole campaign as my "5e" one.) I wanted to properly "try out" the current version of D&D and we ended up continuing until the characters reached 6th level. While that campaign was fun, I realized by the end of it that I had no desire to ever run 5e D&D again, at least for an extended period of time (I did run a couple of sessions of 5e for some kids last fall -- one of my few "charitable acts" as a RPGer).

Over the past few years, as GM, I've primarily run Against the Darkmaster. One campaign, set in Middle-earth, wrapped up a few months ago (although I have a "epilogue" set of adventures planned for the same characters sometime in the future). The other, set in my homebrew world of "Ukrasia," is still going strong. 

So these days, I mainly GM Against the Darkmaster and I mainly play Mythras (I'm leaving out various "one shots" of different systems here). I would like to try out Dragonbane sometime, as it strikes me as similar to Mythras in many ways but is much "lighter" in terms of both rules and tone (the similarity shouldn't be that surprising, since both games are descendants of the "Basic Roleplaying" system created by Chaosium almost five decades ago). 

What about you? What games do you play these days, either as GM or player? What game(s) do you want to play?



19 October 2025

To Do List: Middle-earth and Greyhawk campaign notes; a new Lyonesse character

I’ve sadly neglected this blog over the past two months. But I have not been (entirely) idle – indeed, I’ve been quite busy running my two campaigns. 

[The Witch-King by Liz Danforth]

One of them – Against the Witch-King – wrapped up two weeks ago. Or more precisely, it’s now on hiatus. A suitably epic conclusion – an audience with King Arvedui of Arthedain, following the completion of many important tasks – has brought things to an end for the time being. But the campaign will resume nine years later in “game time” – after a (hopefully not as long) break in “real time.” The final session of the current part of the campaign took place in the spring of 1965 of the Third Age; the campaign will resume (after the break) in early 1974. The characters all accomplished what they set out to do (a year earlier in game time; over two years ago in real time). But, as those of you familiar with the history of Middle-earth likely know, things become a bit “intense” in Eriador in 1974! So, while I need a rest from running this campaign, I’m determined to resume it at some point to see how Angmar’s final assault plays out.

Depressingly, I’ve fallen far behind in my campaign logs for both of the campaigns that I’ve been running over the past two-plus years, and especially for my Middle-earth one. Instead of writing entries as detailed as the first two for the Against the Witch-King campaign (1 and 2), I’ll try to write a brief overview of what happened, something like what I did when I encountered a similar problem (falling hopelessly behind) in my earlier Middle-earth campaign.

I really don’t like leaving my campaign logs unfinished! Even a truncated summary of what happened in the adventures is better than just leaving it incomplete – for my own future recollection, if nothing else, although I hope that at least a few other people might find the logs interesting. 

This thought reminds me that I never finished the log for the Greyhawk Classics campaign that I ran a few years ago. While running that campaign made me realize that I rather dislike the 5th edition Dungeons & Dragons system, the role-playing aspects of the campaign were nonetheless a lot of fun, and I really should explain how everything wrapped up – including why ultimately the characters never actually went into the Temple of Elemental Evil.

[A modified portion of Darlene's famous World of Greyhawk map.]

The Against the Witch-King group will soon be starting a new campaign, using the Lyonesse system and setting (the system is an adaptation of Mythras). I’m quite excited about this – not only because it’ll be nice to have the opportunity to be a player again (while still running my other campaign), but also because Jack Vance’s Lyonesse trilogy is one of my all-time favourites. I’m presently putting the final touches on a rather fun and intriguing character – a former apprentice of the dreadful wizard Tamurello. If you’re curious about the game, here is a brief interview with one of the authors (and my GM) Lawrence Whitaker. 

[The wizard Tamurello from the Lyonesse RPG book]

Vancian times ahead!


06 May 2025

Bundle of Holding – Against the Darkmaster

Until May 26th you can get all the PDFs in the Against the DarkmasterBundle of Holding” starter set – the impressive core rulebook + the Heartbane adventure + the Game Master Screen – for only 7.95 (USD)!


The “Level Up” option provides the
Secrets of the Golden Throne, two other adventures (The Silence of Dawnfell and Legacy of Blood), and six sets of spell cards. The Secrets of the Golden Throne includes an entire campaign plus some additional game options (kins, backgrounds, spell lores, monsters, and the like).

I'm running two Against the Darkmaster (VsD) campaigns right now – "Against the Court of Urdor" and "Against the Witch-King" – so obviously I'm a big fan of the game. If you liked Middle-earth Roleplaying (MERP) back in the day, VsD is a worthy successor in my view. So, check it out for the price of a few cups of coffee!



28 March 2025

My 2 Campaigns in 2 Paragraphs

Over at the RPG pub (the only RPG forum I regularly visit these days) there’s an interesting thread asking people to describe their campaigns in one paragraph each.

So here are the paragraphs for my two campaigns (lightly edited from my post in that thread).

Game system: Against the Darkmaster.
Setting: The island-continent of Urdor (heavily inspired by the old ICE campaign module, The Court of Ardor) in my homebrew world of Ukrasia.

Premise: After some initial adventuring in the “Cursed Lands,” the adventures (a Dwarf animist and a Green Elf rogue) ally with the “Company of the Morning Star” (which is based in the Cursed Lands) and the “Guild of Elements” (which is based in the elvish realm of Taaliraan) in order to oppose the “Court of Urdor.” The Court is an ancient cabal of powerful “Night Elves” who wish to use the eldritch “Stones of Unlight” to bring about the return of Queen Everekka – the “Pale Queen of Mists”. Complicating matters is the involvement of Zepheus the necromancer, an ally of convenience to the Court but someone with his own dark agenda.

[The "Cursed Lands" in central Urdor.]

Game system: Against the Darkmaster.
Setting: Eriador in Middle-earth, the year 1964 of the Third Age (the first year of the reign of King Arvedui of Arthedain).

Premise: Driven together in order to pursue a variety of personal quests, a fellowship of diverse heroes – a Dúnedan champion and lady of Fornost, a Dwarf sage from the Blue Mountains, two Lossoth brothers (one an animist who can change into a polar bear and the other a charming rogue) from the far north (the Forodwaith), and a Sinda Elf champion and noble from the Grey Havens – has become enmeshed in a plot involving a new ‘king’ of Rhudaur. It is clear that the royal pretender is a pawn of the Witch-King of Angmar (whether witting or unwitting is not known). These events unfold while the shadow of the north darkens over Arthedain, Breeland, and Rivendell.

[Rhudaur, 1964 of the Third Age.]

[Both of the above maps are by Peter Fenlon, created for ICE's Middle-earth line of campaign modules. I've inserted some additional locations and notes into both of them.]

12 January 2025

My Life in Roleplaying Games: 2024 and 2025

As we head into 2025, here are some brief reflections on my role-playing activities in the recent past and near future.


I've been really enjoying running two Against the Darkmaster (VsD) campaigns, one in Middle-earth (“Against the Witch-King”), and one in my homebrew "Ukrasia" setting (“Against the Court of Urdor”). Both will continue into 2025, although I expect that the Middle-earth one will wrap up sometime this summer (but perhaps not, as these things are difficult to predict, at least for me).

Many of my fondest gaming memories are of the Middle-earth Roleplaying (MERP) and (to a lesser extent) Rolemaster adventures that I ran back in the day. These were mainly in high-school during the mid-late 1980s, but with sporadic sessions later, eventually petering out completely around 2000 (after a brief campaign that was aborted due to a problematic player). In recent decades, my collection largely sat on my shelves or in storage, although I would regularly flip through the books to mine for ideas or simply for the sake of nostalgia.

As I’ve explained before here, Against the Darkmaster plays a lot like a modified and updated MERP, especially with its vivid critical hits and its complex but immersive combat system. VsD streamlines some of MERP’s clunkier mechanics (especially regarding skills, combat, and experience) and introduces “drive points,” all changes I that like and hence my use of it instead of MERP. Nonetheless, the two systems are close enough that it’s easy to use MERP material for VsD. 

This experience made me realize that I was foolish to have ever shelved the original game simply because it was out-of-print. (That’s not to say that there aren’t new games that I like a lot and want to try out – but obviously that doesn't preclude cherishing and playing the older games as well.) My recent experience with VsD reminds me of how I felt almost two decades ago, when the “Old School Renaissance” (OSR) was really getting going, and I realized that it was perfectly fine to prefer “Gygaxian” Advanced Dungeons and Dragons (and “Basic/Expert” D&D) over the then-in-print 3rd edition, despite the widely touted “improvements” of the more recent version. After running two 3e campaigns and finding them to be slogs, especially once the player characters reached fifth level or so, this realization was liberating and exciting. (My recent experience running a 5th edition campaign made me decide never to do so again. If I run “D&D” in the future, I’ll likely just employ a tweaked version of good old Swords & Wizardry. Wanting to share my house rules for S&W is what inspired me to start this blog in the first place, almost fourteen years ago.)

So Against the Darkmaster has made me happy to be a Game Master again. I'm enjoying it enormously and look forward to seeing how things unfold this year!

Outside of my role as GM, I'm always excited to play Mythras, and look forward to (probably) doing more of that later this year. (Last summer I played in Mythic Greece and Lyonesse “one shot” sessions and had a blast. And last year one of my groups wrapped up a long-running Mythras adaptation of the Beyond the Mountains of Madness campaign.)

More generally, beyond the particular games I’m playing at the moment, I very much appreciate the two gaming groups I’m in and am grateful to have the friends who participate in them. I also delight in the ways that players’ decisions can make the role-playing games go off in entirely unanticipated, novel directions – that’s not something you can find in any other hobby of which I'm aware, and it can be magical!

27 November 2024

Open Ended Games 2024 Q&A

I’m currently running two campaigns using the Against the Darkmaster ("VsD") fantasy role-playing game, one set in my homebrew setting of Ukrasia, the other in Middle-earth (for both, I am making use of some of my old ICE Middle-earth Roleplaying material, which is easy to do, given that VsD draws heavily upon MERP). So, I’m obviously a big fan of the game!

Hence, I was interested to watch the "Question-and-Answer" episode for 2024 with Open Ended Games (the folks behind VsD). It can be found on YouTube here.  

A few interesting announcements were made by OEG:
  • The most significant is that a space-based version of VsD will be coming out at some point, called Against the Star Master. (The mention of “star blades” makes me think that it will resemble Star Wars in some ways.) It looks like the playtest “quick start” rules should be available sometime in 2025, although the full game likely will not be finalized for a while.
  • A companion to cover higher-level (“mythic”) characters is going to be produced at some point (although almost certainly not in 2025).
  • A couple of new adventures will be coming out for VsD (probably available in 2025).
  • A new “deluxe edition” version of the core rules – with a new (hopefully sturdier) GM screen – will be coming out soon-ish.
I’m glad that VsD is doing well. It’s tied with Mythras as my favourite RPG these days. I look forward to all these future products.  

06 June 2024

Against the Witch-King: Chapter 2

Strange Events in Bree

The first chapter of our saga covered the initial events involving the newly formed fellowship of Almarian (a Dúnadan ranger fom Fornost), Arpet (a Lossadan shaman from the northern village of Mulkan), Doffa (Arpet’s brother), Celebrin (a Sinda Elf of Lindon), and Turuk Larr (a Dwarven sage from the Blue Mountains). 

[Central Arthedain and Breeland]

These events involved: 
  • The receipt of advice from the Fornost scholar (and uncle of Almarian) Thindparv
  • The acquisition of vital information from the eccentric seer Telemnar (who dwells in the northern observatory of Ro-Malborn); 
  • Measures taken by the party against the treacherous Riverman Wulfgli and his bandit allies; 
  • The observation of many malevolent gorcrows; 
  • And a brief interaction with a mysterious albino Dúnadan, who seemed determined to obtain Almarian’s legendary spear “Orcspite” (but instead departed Fornost with a different polearm, a copy of Orcspite, crafted by Turuk).

21 Narbeleth (October) 1964

The adventurers rest and confer at the manor of Thindparv. They decide to help Arpet and Doffa on their quest by first travelling to Bree. There, they plan to consult with the Hobbit Tobric about the location of the great oak and the “tree halflings.” Turuk recalls that he has a Hobbit friend in Bree, Coldomac Tunnelly, and also that there is an “autumn fair” in the town at this time of the year. Almarian recalls that her friend, the ranger Helvorn, frequents Bree when he is not in the wilds scouting about, hunting brigands and orcs. 

Almarian, Arpet, and Celebrin visit the home of Nenereth (Almarian’s mother). There they meet once again Ohtar and his family. The refugees from Arthedain’s troubled borderland thank Almarian and Nenereth for their benevolence. 

The Lossoth brothers obtain some silver coins from Thindparv in exchange for a few high-quality northern furs. The party then does some shopping in Fornost. Arpet and Doffa obtain suitable “southern” clothing, as well as some other equipment. Doffa purchases a superior dagger. Turuk purchases some crafting equipment (an anvil, a set of tongs, a small hammer, and the like). Celebrin acquires a number of minor useful items.

The fellowship then enjoys a pleasant lunch back at Thindparv’s manor. The scholar gives his niece a book: A Speaker’s Guide to Kuduk. He suggests that it may help her communicate with the “wild Hobbits” they seek. While the Hobbits who now dwell in Bree and the Shire speak “Westron” and have largely forgotten about “Kuduk,” their less civilized cousins may still rely on the tongue of their nomadic ancestors. 

After lunch the party departs Fornost and heads south on the Greenway towards Bree. They have a cart – filled with the Lossoth brothers’ furs, Turuk’s crafting equipment, and other sundries – pulled by a stoic pony. 

22nd – 24th Narbeleth 1964

During the journey south to Bree takes the following things happen:
  • Turuk finds some helpful herbs (“Tulaxar”) growing alongside the road. The blue leaves are added to the party’s supplies.
  • The adventurers encounter a band of Hobbit pipe-weed traders from Bree: Nimbo, Sammy, and Fredigar Brooksigh. They are on their way to Fornost. Doffa and Arpet are introduced to the halflings’ leaf and seem to enjoy it. Arpet confirms to himself that the beings in his dream were indeed Hobbits.
  • The party stops in the towns Ringmet and Galadhal. In the latter town they stay at The Green Stone inn. There is a small forest to the west of the town. Iffly the innkeeper recalls that, according to legend, the area was once a grand woodland, until the trees were felled by the Númenóreans during the late Second Age.
  • The fellowship notices a murder of gorcrows following them. Almarian instructs her goshawk Seerwing to try to scare them away. The gorcrows disperse to the east and south. Towards the evening of the 24th, though, a great black hawk is spotted tracking the party for a few hours. Almarian broods. 

25th Narbeleth 1964

Shortly after noon, the party reaches the gates to the town of Bree. In response to a query from Almarian, the gate wardens report that they do not recall seeing any “albino travellers” passing through the town in recent days.


While at the King’s Rest Inn, Almarian and Celebrin notice that a rather slovenly, shifty looking Breelander seems to be observing them. They learn that his name is Hal Broadleaf, and that he has an unwholesome reputation throughout Breeland. Celebrin follows him out of the inn later. Hal goes to the hedge wall at the edge of the town and seems to do something there before leaving. Approaching the hedge wall afterwards, the Elf cannot figure out what Hal had been up to.


[Central Bree]

Doffa and Arpet wander around the town, asking any Hobbits they see whether they know of Tobric. The Lossoth brothers learn that Tobric lives not in Bree but in the nearby hamlet of Staddle. They then go to the King’s Rest Inn and join Almarian and Celebrin there.

Later, the ranger Helvorn enters the inn, limping badly. Almarian learns from her old friend that he recently was wounded by a warg. The vile beasts have become more common of late. The ranger tells Almarian, Celebrin, Doffa, and Arpet that great murders of crows have been seen in the Chetwood over the past several months. Almarian asks Helvorn if he has encountered an albino Dúnadan recently; the ranger recalls meeting one only a couple of days ago on the Great East Road. The Dúnadan had been travelling with a bundle of weapons and claimed that he was en route to Tharbad. Arpet asks Helvorn if he knows anything about “tree Hobbits.” The ranger recalls a tale of a tribe of wandering halflings who settled in a great tree centuries ago after the fall of Rhudaur, but knows nothing more.

Turuk purchases a wooden box from Duffy Nobwood, the town carpenter, and learns where his old friend Coldomac lives. He then goes to the smial (“Hobbit hole”) of Coldomac Tunnelly. The halfling – who had visited Nan-i-Naugrim years ago – greets Turuk warmly, and insists that he and his friends stay with him in his smial. The Hobbit is alarmingly excited by the prospect of hosting the fellowship.

[Coldomac Tunnelly]

The party enjoys a delicious meal at Coldomac’s smial. The Hobbit is quite enthusiastic and verbose. While he wears on some of the fellowship’s nerves, they cannot deny the little fellow’s generosity. 


26th Narbeleth 1964

Coldomac accompanies the party to Staddle; there he introduces them to his “old friend” Tobric Staddleson


After swearing an oath not to reveal the location of the great tree, Tobric tells the adventurers that he knows where it is and indicates its location on their map. He had spent some time there years ago. The great tree is known as the “Durmast Oak,” and the Hobbits who live there are Fallohides who chose not to settle in Bree in the fifteenth century. Tobric explains that they do not speak Westron, but instead still employ the ancient halfling tongue of Kuduk, although a few know Sindarin as well, since they trade occasionally with Elves and Dúnadain. Their leader is Smorgo Petraeas and there are many skilled craftsmen and herbalists in their small community. 

Drawing upon A Speaker’s Guide to Kuduk (given to her by Thindparv), Almarian tries to say a few words in Kuduk. Tobric is so upset by her mispronunciations that he agrees to accompany the party on their journey. He decides that it has been too long since he has travelled, and he has fond memories of the tree folk. The party agrees to return to Staddle in two days; at that time, they will begin their journey east. 

[Tobric Staddleson]

Coldomac also expresses interest in taking part in the endeavour, but the party diplomatically dissuades him from doing so. The fellowship returns to Bree with their earnest host.

In the late afternoon, Almarian, Doffa, and Apret decide to investigate the reports of large numbers of gorcrows in the Chetwood. They travel to the woodland hamlet of Archet. There they stay in a hunting lodge for the night. The local hunter Briff tells them that both wolves and crows have become quite common in the Chetwood over the past year.


Back in Bree, Celebrin and Turuk go to the Autumn Fair at the top of Bree Hill. There the duo purchase some nice knives and a bronze tea set – gifts for their host, Coldomac


Celebrin is encouraged by the local youths – who are amazed to see a real Elf at their fair – to take part in the archery contest. The skilled Sinda wins first place, and is awarded with a silver tankard, which he comes to oddly cherish. While the contest takes place, Turuk notices a scoundrel picking the pockets of the audience. He confronts the thief – Braith “the Tinker” – and earns the gratitude of the locals for doing so. The dwarf and elf subsequently are fêted in the King’s Rest Inn before they retire for the night in Coldomac’s smial.

27th Narbeleth 1964

A light, cool rain falls upon the Chetwood as Almarian, Doffa, and Arpet head into the forest. They notice a gloomy murder of crows to the north. Doffa climbs up a tree and succeeds (outstandingly so!) in surveying the region. He spots a clearing nearby, in the middle of which stands a massive monolith. The Lossoth scout also notices two figures near the monolith, standing beside a sputtering fire.

The trio stealthily approach the clearing from the east. They observe the two figures while concealed in the verge. One is tall Dúnadan woman wearing a beautiful black cloak. She examines the monolith and observes the many crows flying above her with manifest approval. The other figure is a rough looking Riverman. His eyes scan the edges of the clearing – but he does not spot the adventurers.

After a few hours, Hal Broadleaf arrives and speaks with the two figures. Following a brief discussion, the three collect some things and leave to the west. The trio of Almarian, Doffa, and Arpet follow the trio of Hal, the Dúnadan woman, and the Riverman thug. Eventually the group leaves the Chetwood and starts travelling south towards Bree. The woman removes her black cloak and puts on an Arthedan travelling cloak. Almarian, Doffa, and Arpet return to Archet – in order to pick up some pies from Dorit the baker – and then travel back to Bree.

Meanwhile, in Coldomac’s smial, Celebrin finds a remarkably helpful tome in the library. It describes a great battle at the place where the rivers Mitheithel and Bruinen meet! The battle took place during the terrible War of the Elves and Sauron in the middle of the Second Age. Following the fall of Eregion, Elrond led refugees north. But during this retreat, Elvish forces clashed with pursuing orcs at the southern edge of what is now known as the “Angle” (En Egladil). There, many noble Elvish warriors fell, before the orcs were distracted by Dwarvish forces out of Khazad-Dûm. Perhaps Celebrin’s dreams concern one of these warriors?

Celebrin also learns from a different book in Coldomac’s surprisingly impressive library that the tribe of Fallohides that settled in the great Durmast Oak centuries ago interacted with Elves of Rivendell. Perhaps these relations continue to this day?

Turuk’s research is less successful, although he does find some notes on the ancient Kuduk language.

That evening, the entire group enjoys several excellent pies. Coldomac is especially delighted by the tasty treats – and is grateful to Celebrin and Turuk for the tea set and knives. Afterwards, the fellowship goes to the King’s Rest Inn for some further drinking. There they spy Hal Broadleaf – but not the two suspicious individuals from the Chetwood monolith. Almarian asks the innkeeper, Ham Rushy, to keep an eye out for the tall Dúnadan woman. 

28th Narbeleth 1964

The company enjoys a fine breakfast served by Coldomac. Almarian charts a possible route to the Durmast Oak. She then speaks with the ranger Helvorn, updating him about the suspicious meeting in the Chetwood the previous day.

After bidding their excitable host Coldomac farewell, the fellowship journeys to Staddle with their cart and pony. There they meet up with Tobric and head out on the next part of their journey.

[Eastern Arthedain and northern Rhudaur]

Credits

All maps are from the ICE Middle-earth modules Rangers of the North and Bree. The beautiful regional maps are all by Peter Fenlon. The picture of the Bree guard is by Charles Peale (from the Bree module). The pictures of Coldomac and Tobric are from a “mod” of the Baldur’s Gate CRPG (unfortunately, I don’t know the artists).

Link: The master-page for the “Against the Witch-King” campaign.

28 February 2024

Against the Witch-King: Chapter 1

From Fornost to Ro-Malborn and Back Again

[Central Arthedain]

Out tale begins in the city of Fornost, capital of the besieged Kingdom of Arthedain, in the year 1964 of the Third Age, on the 15th day of Narbeleth (“Wintring” according to the calendar of Bree; “October” in Westron). 

It is the first year of the reign of King Arvedui. The Dúnadan Seer Malbeth foretold that Arvedui would be the last ruler of Arthedain. But does this mean that Arthedain ultimately will fall to the Witch-King’s hordes, or instead that Arvedui will defeat Angmar and resurrect the greater realm of Arnor? And what role – if any – will our heroes play in this prophesy?

[City of Fornost]

15 Narbeleth 1964

Four travellers gather in the manor of the Dúnadan sage Thindparv. They are: Arpet, a Lossadan shaman from the northern village of Mulkan; Arpet’s brother Doffa, a crafty scout; Celebrin, a Sinda Elf of Lindon; and Almarian, a Dúnadan champion and niece of Thindparv. They all wish to speak with the sage for their own reasons… 

Arpet and Doffa seek knowledge of a great tree inhabited by tiny folk with strange hairy feet. According to a dream that Arpet had weeks ago, a holy artifact of their people – the Horn of Mulkan – can be found there. The ancient narwhale horn had been stolen a year ago, and the Lossoth brothers are determined to recover it. A Dúnadan trader who frequently visits their village, Beleg, told the brothers that his friend Thindparv may be able to help them; he wrote something called a “Letter of Introduction” for the brothers to facilitate a meeting. Arpet and Doffa have spent the past two weeks travelling across northern Eriador to reach the bewilderingly large city of Fornost. Doffa has found the new sights to be wonderful and exciting. Arpet, on the other hand, finds his thoughts drifting back to someone he left behind in the village.

For the past year, Celebrin has been plagued with a vision during his reveries. He sees a great blond elf warrior wandering through a thick mist, possibly underwater. The warrior calls out for help in both Quenya and Sindarin, but to no avail. After a few moments the vision disappears. No one in Lindon can understand what this vision means. Following Círdan’s advice, Celebrin has travelled to Arthedain in hopes of solving this mystery, or at least learning more about how best to proceed.

Thindparv is Almarian’s mother’s brother. Nenereth and Thindparv were once close, but have drifted apart over the years – perhaps due to Thindparv’s studies. Almarian hopes to heal the rift somehow – hence her return to Fornost. She also hopes that Thindparv can tell her some of the abilities of her family heirloom, the ancient spear Orcspite, as her father was slain by Angmarim before he could pass this information to her.

[Aranarth]

Thindparv’s assistant Hador brings exquisite wine from Belfalas to the four as they sit within the richly adorned waiting room. As they finish introducing themselves to each other, a door opens and in walks Thindparv and Aranarth, the crown prince of Arthedain. The two are deep in conversation and are on friendly terms; it would appear that they have known each other for many years. After a few moments, they notice the others within the room and end their talk. Smiling broadly, the prince warmly introduces himself to the four travellers before departing.

[Thindparv]

Thindparv remarks – in an absent-minded way, seemingly to no one in particular – that Aranarth was once his student. The Dúnadan then turns his attention to his guests. The travellers explain their reasons for seeking the sage’s counsel. 

Using some charcoal, Arpet etches the image of the great tree on a piece of parchment. Thindparv identifies it as a great oak and informs him that the little people are no doubt “Hobbits.” He offers to conduct additional research into the tree for the Lossoth brothers, but regrets that it will take him a few days to do so. 

Celebrin delivers a book from Lindon, a copy of an ancient tome from lost Eregion, to the sage. Thindparv thanks the elf and tells him that he should consult with the seer Telemnar, who dwells within an ancient observatory, Ro-Malborn, to the north of Fornost. The reclusive seer should be better able than he to help the elf decipher his disturbing dream. Thindparv remarks that he interacts regularly with the seer, and is sending some supplies – ink, parchment, and dried goods – to Ro-Malborn the next day with his assistant, the Riverman Wulfgli. He explains that it should be no trouble for the elf to accompany Wulfgli on his mission.

Almarian implores Thindparv to see her mother, Nenereth. After a moment’s reflection the sage agrees to meet with his sister for dinner in a few days. Relieved, Almarian asks about Orcspite. Thindparv advises his niece to accompany Celebrin and Wulfgli on their journey and to consult with Telemnar about it. 

Realizing that they have nothing to do over the next few days, Arpet and Doffa offer to join Celebrin and Almarian on their trip. 

16 Narbeleth 1964

The quintet – Arpet, Doffa, Celebrin, Almarian, and the scruffy Riverman Wulfgli – travel north to Ro-Malborn. En route, Almarian recalls what she knows about the place. The observatory was once the dwelling place of a treacherous seer, Malborn, who secretly allied with the Witch-King during the Second Northern War (1408-1410). The seer was executed after the war and the observatory was given to Telemnar’s ancestor. Despite its dark history, the observatory retains the name of its original owner. In recent centuries, however, it has provided valuable information for the kingdom. Telemnar is known to be brilliant but erratic and eccentric. 

During their journey the party encounters a Dúnadain family – led by the warrior Ohtar – travelling to Fornost. The family’s farmstead was recently destroyed by raiders from Angmar. Almarian graciously writes a note for Ohtar, to introduce him to her mother in the city. She assures the family that they will be given succor at her household.

As evening approaches the group reaches the observatory of Ro-Malborn. They are greeted by the seer’s servant Elphir and brought to the sitting room, except for Wulfgli who delivers his supplies to the storage area.

[Ro-Malborn]

Telemnar eventually appears and greets the party with slightly unhinged enthusiasm. The party informs the seer of their various reasons for visiting him. Telemnar promises his help and the travellers retire for the night.

[Telemnar]

17 Narbeleth 1964

As Telemnar engages in research to help the party with their various endeavours, Arpet decides to investigate the flora, and especially the herbs, of the region around the observatory. He finds a wild plant with curious leaves. Later, the animist learns from Telemnar that the plant is “Arlan,” and that its leaves can heal wounds when prepared as a poultice, while its roots can act as a decongestant when consumed.

Almarian – with her loyal goshawk Seerwing – and Doffa go hunting. While the Dúnadan and her goshawk are unsuccessful, the Lossadan returns with a deer, which provides a delicious dinner for everyone at Ro-Malborn that evening.

At night, Celebrin uses the telescope to see what the stars might reveal about his recurring dream.

18 Narbeleth 1964

Arpet and Doffa sense that Wulfgli is hiding something, as he seems strangely nervous. The two pressure the Riverman to go hunting with them in the morning. After a few hours, Wulfgli tries to sneak away; Doffa stealthily follows him and watches Wulfgli do something with a giant crow. The crow then flies away to the east. The Riverman seems unaware that he has been observed. 

Almarian recalls that the Angmarim are known to sometimes use malevolent crows as spies and messengers. She confronts Wulfgli. Drawing upon the ancient arts of persuasion of the Dúnadain, she gets the Riverman to reveal that he wrote a message to a bandit leader named “Gruff” about her spear Orcspite. It appears that the Witch-King seeks the weapon! Wulfgli reveals that the bandits plan to waylay the party and obtain the spear during their trip back to Fornost.

The Dúnadan warrior reveals this information to Telemnar and the rest of the party. In turn, the seer reveals what he has learned about Orcspite. An artifact from ancient Númenor, it was brought by the Faithful to northern Middle-earth centuries before the sinking of the great isle and has been in Almarian’s family for over twenty-five centuries. It was used during the War of the Last Alliance against Sauron two-thousand years ago. The reason why the Witch-King seeks it, Telemnar infers, is that the spear is unusually deadly against orcish warriors – as its name suggests. No doubt the leaders of Angmar wish to remove such a terrible weapon from their enemies as they prepare their final assault against the Northern Kingdom.

Telemnar also tells the Lossoth brothers that the hobbit sage Tobric of Bree may know where the giant oak that Arpet saw in his dream is located.

19 Narbeleth 1964

It is a grey day. 

In the morning, Almarian uses the telescope to look east to see if she can spot the brigands. Alas, she finds nothing. She then instructs Seerwing to scout to the east.

[Turuk Larr]

Around noon the dwarf Turuk Larr arrives at the observatory. Telemnar marvels at all the guests he now has staying with him – more than he has ever hosted in his many decades at Ro-Malborn! He welcomes the dwarf, as the two have exchanged letters over the previous year. Turuk seeks information about the mysterious human settlement known as “Nothva Rhaglaw”; he wishes to learn how the small region has avoided conquest by the forces of Angmar for so many centuries. According to legend, the place was also largely untouched by the terrible War of Elves and Sauron eons ago in the Second Age. Telemnar provides the dwarf with a map of the region around Nothva Rhaglaw and a brief treatise, written in Adûnaic, about the settlement and its legends. 

Almarian and the others tell the dwarf about what has happened recently, especially Wulfgli’s treachery. Turuk notes that he, the Lossoth brothers, and Celebrin may all be heading in roughly the same direction: to eastern Eriador (after first stopping at Fornost, and possibly Bree as well). 

Drawing upon his dwarfish lore, Turuk senses “darkness” in the Riverman – he is a servant, whether knowingly or not, of the Witch-KingArpet employs some colourful Lossoth interrogation methods on Wulfgli, but the Riverman insists that he has told the party everything he knows. Almarian senses that Wulfgli is hiding something about Fornost. Eventually, the Riverman explains that after he and his bandit conspirators recover Orcspite, they are to turn it over to a contact in the city. Telemnar agrees to keep Wulfgli prisoner until he can be turned over to the forces of Arthedain.

As evening falls Seerwing returns. While communicating with the goshawk is not easy, Almarian manages to learn that five black-clad figures (presumably either men or orcs) are travelling southwest to the crossroads north of Fornost. The Dúnadan communicates this information to the others and the party forms a plan to counter-ambush the bandits. Celebrin excuses himself from this endeavour, however, as he has yet to complete his astrological investigations.

At midnight the party reaches the crossroads. There, Turuk and Arpet notice a large crow on the shoulder of a black clad figure who is moving large rocks onto the road. Doffa sneaks up to the crossroads, aims at the crow with his hunting bow, and slays the bird with a single shot. Almarian investigates the dead crow and discovers that it has a silver band around its leg. She takes the band.


20 Narbeleth 1964

The party captures the black clad figure. He is a Riverman named Trav. The brigand explains that he and his fellow ne’er-do-wells communicate with their employer via the great crows. 

In the middle of the night the other brigands arrive, expecting to set up an ambush. The tables, however, are turned on them! Two bandits are slain, while the other four – including the leader Gruff – are captured. The prisoners are then brought to a nearby Arthedain tower, commanded by Captain Haleth.

At the tower, as dawn breaks, Doffa notices that Gruff is squirming uncomfortably as the party speaks with Captain Haleth about what has happened. Arpet employs his unique interrogation methods again – this time he uses a black opal that he calls the “Eye of Aunt Anda.” The bandit captain is deeply disturbed by this and confesses everything that he knows. He explains that they were instructed to deliver Orcspite to their contact in the Grey Moor tavern within Fornost. Their contact, according to Gruff, would be an albino Dúnadan nobleman. The deliverer of Orcspite is supposed to wear a bright blue hat with a black feather – which, sure enough, the party finds among Gruff’s equipment.
 
Almarian proposes that the party members dress themselves up as the bandits and deliver a false Orcspite to the agent of Angmar in Fornost. The others agree to go along with this plan. The party changes into the black clothing of the bandits. Captain Haleth gives the group a cart and a pony; into the cart is loaded the real Orcspite, along with the many furs of the Lossoth and other sundries. Turuk employs his advanced weapon-crafting skills to modify a spear from the tower so that it closely resembles Orcspite. The party then heads to Fornost.

Arriving in the early evening, the party heads to the Grey Moor tavern (while Seerwing is sent to the manor of Thindparv). The place is quite lively and filled with people from many parts of Middle-earth: merchants and travellers from Bree, Tharbad, and even Gondor. Turuk speaks briefly with some dwarves from Khazad-Dûm. They gently mock Turuk for being from the Nan-i-Naugrim, which is a tiny insignificant settlement compared to their own glorious, wealthy halls beneath the Misty Mountains. They drunkenly boast that Khazad-Dûm is invincible and will endure until the end of time. 

Eventually the albino Dúnadan arrives with a Riverman warrior accompanying him. Doffa puts on the blue hat and places the fake Orcspite on the table at which he is sitting. The Riverman approaches the Lossadan scout. Doffa doffs his blue hat. The Riverman gives Doffa a pouch of coins and takes the spear. The fake Orcspite then is given to the pale nobleman, who departs immediately. Almarian waits for a few minutes and then leaves. Outside she sees no sign of the albino. She describes the agent of Angmar to the guards at the city gate and they tell her that such an individual departed Fornost at great haste upon a mighty steed minutes ago. Meanwhile, the Riverman remains in the tavern and proceeds to get quite drunk. Eventually he stumbles to the Green Fields Inn, which is across the square from the tavern.

Almarian and the others return to the manor of Thindparv. She instructs Seerwing to scout around the city in order to spot the albino nobleman. The goshawk returns an hour later and reports that the nobleman is riding south; the party infers that he most likely is heading towards Bree. Almarian then asks Thindparv if he knows anything about an albino Dúnadan nobleman. The seer recalls that he once met such a person; while he cannot recall his name, Thindparv believes that he was once a lord of Cardolan, and expressed some hope in resurrecting his realm there one day.

Meanwhile, back in Ro-Malborn, Celebrin completes his studies of the stars using the great telescope. He discerns that his dream emanates from something or someone at the meeting place of the Meitheithel and Bruinen rivers. After meditating for a few hours, the elf thanks Telemnar and departs from the observatory to find his friends in Fornost.

[Celebrin]

Notes:

For more information about this campaign, go to its Master Page.

The area map is by Pete Fenlon, from the ICE modules Rangers of the North and Arnor. The picture of Ro-Malborn also is from Rangers of the North

The picture of Prince Aranarth is by Elena Kukanova. The pictures of Thindparv and Telemnar are from the Icewind Dale Enchanced Edition CRPG. The pictures of Turuk Larr and Celebrin are from “mods” for the Baldur’s Gate Enhanced Edition CRPG. 

The map of the crossroads was scrawled by yours truly.

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I'm a Canadian political philosopher who lives primarily in Toronto but teaches in Milwaukee (sometimes in person, sometimes online).