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

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.

04 December 2023

My original fantasy sandbox: ICE’s Middle-earth


One reason why I have such affection for Iron Crown Enterprise’s line of Middle-earth campaign and adventure modules, is that I learned how to run genuine “sandbox” campaigns (decades before that term was a thing) by using them. This was during the mid-late 1980s, when TSR increasingly released “story-driven” modules like their Dragonlace series. Somewhat ironically, given their literary source, the Middle-earth campaign and adventure modules typically were quite open-ended and location-based in nature, not at all focused on a predetermined “plot” or necessary sequence of events. (The one exception of which I know, and which was published quite late in ICE’s Middle-earth tenure, is their Palantir Quest ‘adventure path’.) 

What happened in my Middle-earth games back in the day, essentially, is that the players would create characters in Esgaroth, Bree, Tharbad, or wherever. I would contrive some reason why they all knew each other (usually something like: “you meet at an inn and intuit that you’re all solid, trustworthy fellows looking for adventure and to protect the free peoples of Middle-earth”). The characters then would simply wander around, following whichever adventure hooks they liked. While I added hooks, encounters, and adventures to what was provided in the Middle-earth campaign modules, the books typically provided very solid frameworks for such campaigns. Or at least the ones that I used did so. As I think I’ve mentioned before here, I ran a summer-long campaign during high-school (we probably played at least 12 hours every week in those halcyon days) using the Rangers of the North (Arthedain) book, building on the adventure notes in the back (years later, these notes would be expanded by ICE into their Palantir Quest book).

I learned a lot from using ICE’s Middle-earth campaign modules. Indeed, trying to figure out how to use them, and doing what I could as a teenager to run challenging and fun sessions in a Middle-earth “sandbox” was a formative experience. (Beyond gaming, I think running MERP helped me to learn how to “think on my feet” far more than running D&D/AD&D adventures – whether published modules or my own creations – ever did.)

Yes, the books varied in quality – well, not the maps by Pete Fenlon or the covers by Angus McBride, which were always amazing. And yes, some didn’t really belong in Middle-earth, like the (totally awesome) Court of Ardor. Nonetheless, overall, I loved MERP, and I still do to this day. Hence my present joy in running the MERP-influenced Against the Darkmaster, both in 20th century Eriador (“Against the Witch-King”) and in my “homebrew” world of Urkasia (“Against the Court of Urdor”).

[This post is a modified version of a comment I posted over at the blog Grognardia, in response to a rather negative, but not unfair, review of the original Iron Crown Middle-earth module, Southern Mirkwood.]

[The pictures are by the great Angus McBride. The top one is from the cover of the Lost Realm of Cardolan campaign module, the bottom one is from the cover of the Rogues of the Borderlands adventure module.]




12 October 2023

Gaming Update: Mythras, Against the Darkmaster, and farewell forever to 5e D&D

I’ve been quite busy at work lately, hence the lack of posting here over the past month. But thankfully, I’ve managed to keep up with my gaming (more or less). 

1. It looks like the Mythras campaign I’m in, Beyond the Mountains of Madness, will soon be reaching its climactic conclusion – and my character, the palaeontologist Dr. Klaas Klassen, is running dangerously low on tenacity (only 5 out of 14 points left)!



2. The Greyhawk campaign I’ve been running for the past couple of years has concluded. I’m very happy with how this campaign went. It was a lot of fun! But that fun was due to the colourful player characters, non-player characters, adventures (mainly T1 and surrounding areas), and ‘Gygaxian’ Greyhawk setting. The system itself – 5th edition Dungeons & Dragons – is one that I plan to never use again* (despite drawing heavily upon its superior ‘old school’ variant, Into the Unknown). It’s hard for me to put into words how much I came to dislike this system while running it (although I would still take it any day over the horror that was 3e D&D). But I still had a blast with the campaign, which just goes to show how important it is to game with fun people. I plan to finish up the log posts for the campaign over the next month or so. 

3. My sporadic Against the Darkmaster (VsD) campaign set in Third Age Eriador (Middle-earth) is still going. (It’s the “alternative” game for my Mythras group.) Hopefully we will have our second session tonight.

4. I’m still working on my Ukrasia setting for my forthcoming VsD campaign. I should have some additional posts about this setting in the very near future.


Game on!

* Note: Despite my dislike for the “standard” D&D 5e system, I remain quite fond of the Adventures in Middle-earth system based upon it (and ran a great campaign using it). The updated version, Lord of the Rings RPG, looks even better. I would be happy to run a campaign using the LotR system in the future. So, I will not be unloading my 5e rulebooks quite yet…

23 August 2023

Against the Witch-King: The Heroes

Almarian of Arnor

Kin: Dúnadan (“High Man”).
Culture: City – Fornost.
Vocation: Champion.
Level: 1.

Stats: Brawn +15; Swiftness +15; Fortitude +15; Wits 0; Wisdom +5; Bearing +15.
Hit Points: 65.
Magic Points: 3.
Move: 15 meters.

Special Traits (Kin): 
- Imposing (+15 to Charisma skill).

Background:
- Ancient Heirloom (major): Orcspite (ancient spear of Númenor).
- Loyal Companion (minor): Seerwing (goshawk).

Spell Lores: Commanding Presence, Chanting, Weapon Mastery

Motivation: Defend the North against Angmar.
Nature: Protective of the weak.
Allegiance: Loyal to Arnor.

Of clear Númenorean lineage, Almarian has made it her duty to protect the free folk of Arnor who seek to go about their routine lives untroubled by the Shadow. She is well travelled and versed in the local customs of Arnor’s scattered settlements, as well the more complex mores of her home city, Fornost.
 
Tall, as is the way of the people of Westernesse, she carries the spear Orcspite, gifted to her by her father, who carried it before. Orcspite has a long history stretching back to end of the reign of Ar-Pharazôn. It was used by the Faithful in the campaigns waged against the Shadow in both the north and south of Middle-earth following the destruction of Númenor. 

Almarian knows that the Witch-King seeks Orcspite’s destruction and has reasons to believe that His servants are actively hunting for it now that it has passed to her keeping. Knowing there are agents of the Witch-King abroad in Fornost, she decided to take to the wilds to protect both herself and her legacy. For this reason, she harbours an innate distrust of strangers.
 
Almarian’s constant companion is her trained goshawk, Seerwing. As well as being adept at hunting and retrieving small game, Seerwing is also a keen-eyed scout, and Alamarian routinely sends her ahead when approaching an unknown area.

Thindparv is Almarian’s mother’s brother. Nenereth and Thindparv were once very close, but drifted apart over the years – perhaps due to Thindparv’s studies. Almarian hates to see this gulf between two people she loves and wants to try to heal the rift somehow – hence her return to Fornost. She also hopes that Thindparv can tell her some of the abilities of Orcspite, as her father was slain by Angmarim before he could pass this information to her.

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Arpet Swimming Bear

Kin: Lossoth (“Man”).
Culture: Arctic.
Vocation: Animist.
Level: 1

Stats: Brawn +10; Swiftness 0; Fortitude +10; Wits +5; Wisdom +25; Bearing +10.
Hit Points: 50.
Magic Points: 4.
Move: 15 meters

Special Traits (Kin):
- Specialization (+10 to any one skill).

Background:
- Healer’s Hands (minor): +10 to Healer skill and Nature (when searching for herbs).
- Shapechanger (major): can transform (when bruised or with drive point) into polar bear.
- Stormcrow (minor): visions of trouble (+5 to Wisdom).

Spell Lores: Chanting, Detections, Healing, Illusions, Movement of Nature.

Motivation: Find the stolen horn of Mulkan (holy artifact).
Nature: My actions may seem inexplicable at first, but their meaning will reveal in time.
Allegiance: I exhibit spiritual love for my Shaman, Emkla, but secretly my feelings are stronger and more personal.


The brothers Arpet and Doffa are from the village of Mulkan, which is one of the few permanent settlements of the Lossoth (who refer to themselves as the “Ystävät Talven” in their own tongue; the people of Mulkan and the southern coast of the Forochel are of the “Lumimiehet” tribe). At Mulkan the men of the Forodwaith interact with the few Arthedain, Rivermen, Dwarves of the Ered Luin, and Elves of Lindon who journey so far north. In return for ivory and pelts, the Lossoth obtain steel and iron tools and weapons, rare herbs, and other "southern" goods.

Arpet is the assistant shaman to Emkla, the head shaman of Mulkan. (Most Lossoth shamans are women – Arpet was accepted as one given his obvious talents, especially his ability to shift into the form of a polar bear, clearly a gift from the Vala Araw.) A year ago, a holy relic of the tribe – a giant Narwhale horn, said to have been obtained by the founder of the village (also named Mulkan) centuries ago and blessed by the Spirits of the North – was stolen. Months later, in a dream Arpet saw the horn in the possession of a strange diminutive people with hairy feet who lived in a massive, strange-looking tree (a tree not found anywhere near the Ice Bay). 

From the Arthedan trader Beleg, who visits Mulkan every season, the shaman learned of the sage Thindparv. This scholar perhaps can provide information about the strange people the shaman saw in his dream, including hopefully their location. Beleg, a friend of Thindparv, has written something called “a letter of introduction” for the Lossoth brothers, so that they might be welcomed in Fornost.

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Doffa of Mulkan

Kin: Lossoth (“Man”).
Culture: Arctic.
Vocation: Rogue.
Level: 1

Stats: Brawn +10, Swiftness +15, Fortitude +5, Wits +15, Wisdom +20, Bearing 0.
Hit Points: 55.
Magic Points: 0.
Move: 15 meters

Special Traits (Kin):
- Specialization (+10 to any one skill).

Background:
- Lovable Rogue (Major): +5 to Wits. May confuse sentient beings once/session.
- Unbreakable Bond (Minor): +10 on rolls when helping Arpet.
- Stormcrow (Minor): visions of trouble for Arpet; +5 to Wisdom.
- Geared for Adventure (Minor): superior spear, lockpick.

Motivation: My visions of Arpet and the dangers he will face drive me to travel with and protect him.
Nature: I am prone to distraction by my curiosity for the sights and sounds of the world beyond home.
Allegiance: I will bring the wealth and comforts of the south to my people so we can stop living in poverty.


The brothers Arpet and Doffa are from the village of Mulkan, which is one of the few permanent settlements of the Lossoth (who refer to themselves as the “Ystävät Talven” in their own tongue; the people of Mulkan and the southern coast of the Forochel are of the “Lumimiehet” tribe). At Mulkan the men of the Forodwaith interact with the few Arthedain, Rivermen, Dwarves of the Ered Luin, and Elves of Lindon who journey so far north. In return for ivory and pelts, the Lossoth obtain steel and iron tools and weapons, rare herbs, and other "southern" goods.

Doffa is no scholar or shaman but has long been fascinated by the tales of the southern lands told by the traders who visit Mulkan. Excited for the opportunity to see these realms, he readily agreed to accompany his brother on his quest for the lost Narwhale horn.

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Celebrin “the Swift”

Kin: Sinda (“Silver”) Elf.
Culture: Noble.
Vocation: Champion.
Level: 1.

Stats: Brawn +5, Swiftness +30, Fortitude +10, Wits +15, Wisdom +5, Bearing +25.
Hit Points: 50.
Magic Points: 7.
Move: 20 meters.

Special Traits (Kin):
- Keen Sense: night vision, +10 to Perception.
- Immortal: ageless, immune to disease, +10 vs cold.
- Light footed: unaffected by terrain (and counts ½ for camping).
- Shipwright: +20 to rolls involving ships and shipcraft.
- Fair and Wise: + 10 to Charisma and Song & Tales skills.

Background:
- Fleet footed: +5 to Move Rate; travel 1.5 normal distance on foot.
- Gifted: +5 to Swiftness.
- Heroic Bloodline: use ½ action to Inspire allies within 6 meters: 
        +10 to Willpower saves or +5 to attack and defence (for round).

Spell Lores: Elven Lore, Spell Song, Chanting, Commanding Presence, Heroic Defence, Weapon Master.

Motivation: Solve the mystery of his visions of a lost elf warrior.
Nature: Inquisitive (uncover ancient lore and artifacts).
Allegiance: Círdan and Lindon.


Celebrin belongs to a noble Sindarin family. His great-grandfather was among the Teleri who settled in Nevrast rather than cross the sea to Aman. In the second century of the sun (First Age), Celebrin’s great-grandfather relocated to the hidden city of Gondolin. Both Celebrin’s great-grandfather and great-grandmother were slain when Morgoth’s hordes conquered the city. His grandfather, however, escaped to Círdan’s people in Falas and then the Isle of Balar. Celebrin’s grandfather later followed Círdan to Lindon after the destruction of Beleriand. In the mid-Second Age, Celebrin’s grandfather fell to orcish hordes during the War of the Elves and Sauron (1700 S. A.). Celebrin’s father relocated to the elf-haven of Edhellond for the rest of the age, and took part in the War of the Last Alliance. Afterwards, Celebrin’s father returned with Círdan to Mithlond. There, in 1800 of the Third Age, Celebrin’s father wed his mother. Celebrin was born a century later, and so is quite young (64) for a Sinda Elf. 

Fascinated by his father’s tales of the great works created in Lindon and Eregion during the Second Age, Celebrin is keen to uncover the ancient lore and artifacts of the Sindar and Noldor of Eriador. 

However, Celebrin’s immediate reason for travelling east is less benign. For the past year 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 is travelling to Arthedain, and then possibly Rivendell, to try to solve this mystery.

-----------------------------------

Turuk Larr

Kin: Dwarf.
Culture: Weald (Blue Mountains).
Vocation: Sage.
Level: 1.

Stats: Brawn +10, Swiftness +0, Fortitude +15, Wits +20, Wisdom +15, Bearing +5.
Hit Points: 70.
Magic Points: 3.
Move: 15 meters.

Special Traits (Kin):
- Dark Sight (30m in dim light, 3m in darkness)
- Forgekin: +30 to save rolls vs heat & cold attacks.
- Forgekin: +30 to rolls to work/craft metals, stone, gems.
- Forgekin: Created metal items always of at least High Quality.
- Stoneborn: +20 to Nature & Wandering skills when underground.

Background:
- Loremaster (minor): +1 rank to Cultures; ask GM for lore when in new area.
- Battle Hardened (minor): +15 starting HP (maximum HP = 160). Scar over eye.
- Exceptional Training: Armour & Weapon Crafter (minor x2).
- Knows many languages: Sindarin, Quenya, Khuzdul, Westron, Adûnaic. 
 
Spell Lores: Detections, Lore of Nature, Sounds & Light.

Motivation: Find what artifact or power is keeping Angmar from conquering Nothva Rhaglaw.  
Nature: Atificer.
Allegiance: King of the Blue Mountains (Thrár).


Turuk hails from Nan-i-Naugrim in the northern Ered Luin (Blue Mountains). A member of Thrár’s ancient tribe, Turuk’s people once dwelt in the great halls of Belegost, one of the most splendid of the dwarvish realms of old. With the destruction of Beleriand at the end of the First Age, the surviving dwarves of Belegost and Nogrod settled in the eastern parts of the Ered Luin, where they have remained, diminished but undaunted, for some five thousand years now.

Unlike most of his fellows, Turuk is interested in, and friendly with, the other folk of Eriador, including even the Elves. He speaks numerous languages and is curious about almost everything, from history to craftsmanship. Skilled in working with metals, Turuk is a fine weaponsmith and armourer. And yet, as a scholar and crafter, is not especially apt at using either weapons or armour.

Worried about the growing might of Angmar, Turuk has learned about a strange ancient mannish settlement – Nothva Rhaglaw – that has endured since at least the middle of the Second Age. The region seems somehow unaffected by the Witch-King’s forces. And, according to Turuk’s research, also managed to survive the terrible war fought between Sauron and the Elves millennia ago. Yet Nothva Rhaglaw is strangely ignored by the “greater” peoples of Eriador, the Elves, Dwarves, and Dúnedain. Turuk has left the Nan-i-Naugrim to learn more about this curious place. His first stop is at the Arthedan seer Telemnar’s observatory. Having corresponded with Telemnar in recent months, Turuk believes that the seer may possess one of the few Arnorian treatises that discusses the history of Nothva Rhaglaw.

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Edited (2024-02-23) to add Turuk Larr.

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