Showing posts with label MERP. Show all posts
Showing posts with label MERP. Show all posts

27 July 2025

Against the Court of Urdor – Part 5

Misty Vale, Queen Blàithnaid’s Elfstone, and the Warden’s Pendant 

[Map of the Cursed Lands]

Our heroes – Einar Quicksilver, the Green Elf rogue of Koronande, and Kiren Hammerstone, the Dwarf animist from the Halls of Pale Steel – have endured many things over the past month. They have travelled from the fair tree city of Tauronde to the Cursed Lands that lie between the realms of Tantûrak, Koronande, and Taaliraan. And in the Cursed Lands they have escaped capture and have journeyed to a number of places, from isolated havens of civilization to terrible dwellings of redcaps, trolls, and bandits. These adventures are related in the earlier installments of this log (parts 1, 2, 3, and 4).

We rejoin the adventuring duo as they break their fast in the Blazing Hearth Inn in the town of Soggy Fields on the 22nd day of February, in the 1000th year of the Second Age of Humanity. They aim to fulfil their promise to the ghost of Prince Berethil by returning the crown of white branches to the prince’s sister Queen Blàithnaid. The queen once ruled northern Taaliraan but disappeared following the terrible battle at the end of the First Age of Humanity, after which most of the Green Elves of the land departed for either Koronande or southern Taaliraan, and the region became known as the “Cursed Lands.” Prince Berethil’s ghost assured the adventurers that his sister lingers still on this mortal plane somewhere within the Lake of Mists.

February 1000 2AH (Second Age of Humanity) 22nd:

Einar, Kiren, and Kiren’s loyal falcon Miranda, travel from Soggy Fields to the village of Misty Vale. While marching near the Lake of Mists, Kiren discerns a mystical “defensive will” emanating from the lake. Moreover, the water of the lake seems unnaturally cool. The clash between the lake’s cool water and the land’s warm air create the mists for which the region is named. There is something distinctly odd about the place. Perhaps it is a “fragment” from the plane of Faerie?

[Map of Misty Vale in the northeastern Cursed Lands]

While staying in the village, the adventurers:

  • Notice that the crown of Queen Blàithnaid has sprouted white flowers upon nearing the lake.
  • Inform Blarth’s father and sister – Balic and Belwyn – of Blarth’s tragic death. The bard’s magical silver harp – “Songbird” – is also returned to his family. 
  • Learn that a number of villagers recently have gone missing, including: Nevynn “the Wise,” a friend of the Company of the Morning Star (missing for two weeks); Eamon the Warden of the Vale (missing for thirteen days); and Archibold the halfling farmer (missing for one day.) (The adventurers are informed of the last disappearance by Archibold’s weeping wife, Mirabella, while staying at the village’s only inn).
  • Learn that the disappearances are widely blamed on the “Beast of the Lake,” as large monstrous footprints have been found near the lakeshore.
  • Learn that the new thane of the village – a man of mixed Hathorian and Tantûraki heritage named Wulfric – is popular, even though his claim to the position seems tenuous. Wulfric is accompanied by a company of Tantûraki mercenaries and promises to make the valley safe.
  • Are informed by the town crier that there is an award of 100 gold bars for anyone who kills the “Beast of the Lake” and brings peace to the village. 

Kiren and Einar avoid Wulfric and his minions. Instead, they visit with Eileen the herbwife, who turns out to have been romantically involved with Eamon (the missing warden) and is deeply suspicious of Wulfric. The adventurers tell Eileen that they eventually must travel to the island on the Lake of Mists. Since Kiren greatly fears drowning – like most dwarves, he is unable to swim – the herbwife offers to prepare a concoction that will enable him to hold his breath for long periods of time. However, it will take her a couple of days to create the complex mixtures. In return, the adventurers agree to investigate the footprints of the “Beast of the Lake” and try to discover what is happening in the Vale.  

February 1000 2AH 23rd: 

The adventurers leave the village and travel to the cottages near the eastern edges of the lake. There they discuss the recent disappearances with Padraig, who was Eamon’s best friend. Padraig fears that his dear friend is likely dead. And like Eileen, Padraig is deeply suspicious of Wulfric

The adventurers investigate the strange footprints near the lake. This involves a lot of tracking, marching about, and the like. Eventually they follow the tracks to an old dwarf hold in a hill to the north. The hold’s doors are unopenable, but the tracks end there. The elf’s keen eyes notice that they are replaced by human-sized footprints. The party follows these new prints into the jungle to the east. After many hours, they come upon an isolated hunting cabin. Within the cabin Einar and Kiren discover a trio of ne’er-do-wells: a Tantûraki warrior and two half-orc henchmen. At the side of the cabin are a pair of very large wooden “feet” with straps on them. It turns out that the Tantûraki had been using them to create the fake footprints of the “Beast of the Lake”!

The adventurers light the outhouse on fire, which draws one of the half-orcs out of the cabin to investigate. The half-orc is slain, and the others surrender. Kiren tries to interrogate the other half-orc, fails miserably, and, in his frustration, kills the prisoner in cold blood. The Tantûraki is horrified by the dwarf’s savagery, and offers to tell all that he can to the two adventures it they take an oath to let him go afterwards. Reluctantly the adventurers agree. 

From their Tantûraki prisoner, Einar and Kiren learn:  

  • His name is Ivarr
  • He works for Zepheus the necromancer!
  • Wulfric also works for Zepheus, and is in the Vale to obtain the “Stone of Queen Blàithnaid,” also known simply as the “Elfstone,” which the foul necromancer seeks.
  • Wulfric slew Eamon in order to obtain the Warden’s pendant, which Wulfric believes will enable him to travel to the island on the Lake of Mists and find the Elfstone. 
  • Ivarr and his half-orc henchmen slew Archibold, as the halfling had discovered them creating the false footprints. The halfling’s remains were left at the Broken Monolith

Ivarr vows to leave Zepheus’s service and begin a new life in Dûshera. The party lets him leave, but Kiren instructs his falcon Miranda to follow the Tantûraki blackguard for a day to ensure that he does not turn around and attempt to warn either Wulfric or Zepheus. It would seem that Ivarr took his vow seriously, as he disappears into the northeast, towards Dûshera and away from Misty Vale.

February 1000 2AH 24th: 

This day the duo notices that they are being tracked by a cloud of bats while in the jungle and a murder of gorcrows as soon as they return to the valley. Worried that they are being spied upon, Kiren writes a note for Eileen, informing her of all that they have learned. He then uses his magic to speak with Miranda, and instructs the falcon to deliver the message to the herbwife. Hours later Miranda returns with a note from Eileen, informing them that she hasn’t completed the breath-holding concoction yet, and will meet the adventurers the next day at Padraig’s cabin. The adventurers then return to the jungle and manage to evade the dark birds and bats following them. They rest for the night.

February 1000 2AH 25th: 

The adventurers travel to Padraig’s cabin. There they wait anxiously for Eileen, who eventually arrives with flasks of her “breath-holding” potion. Padraig provides the duo with a rough map of the outer regions of the island within the Lake of Mists – like all the folk of the Vale, he has never been able to land upon it and so does now know what lies within the isle’s inner reaches. But he notes a steep black rocky hill upon it. 

Einar and Kiren row one of Padraig’s boats onto the lake. It is covered in cool mists – clearly, it has an eldritch nature and is out of place in the southlands of Urdor. The mists and waters resist the efforts of the adventurers to approach the isle. Einar makes a plea to the lake, explaining in the Green Elvish tongue that he and his companion desire to return the white branch crown to Queen Blàithnaid. Water spirits of the lake seem to seize the boat and beach it on the northern edge of the island.

The duo begins exploring the island. It is covered in strange trees. Kiren, drawing upon his considerable knowledge of flora, recognize them as “pine trees” not native to the southlands (save the higher regions of the Skyclaw Mountains). Once again, the lake and its isle seem profoundly out of place.

Einar and Kiren head south along a path through the woods. The mists and strange vegetation cause them to become lost. Einar hears the voice of their former pixie companion Neriss calling out to him for help. She tells him that her foot has been caught in the roots of a tree. The two adventures are confused but suspect that the pixie’s voice must be some kind of trick. Eventually Kiren becomes separated from his elvish friend and loses his way. He blows his falcon whistle – and while Einar hears it, he cannot tell where it is from. Nervously, the elf blows the faerie whistle that Neriss gave to him before their separation. The elf continues to hear the pixie pleading for help but is wary of leaving the trail, and so returns to the beach to rest for the night. Kiren and Miranda also rest for the night, lost in the unearthly woods. They are afflicted by an unnatural cold and so relocate. Eventually the cold air subsides.

February 1000 2AH 26th: 

After much difficulty, the adventurers find one another early in the day. Einar recalls his people’s lore, and is convinced that the lake and island are indeed from the plane of Faerie, a realm of wild chaos. 

The adventurers take the eastern path this day. Eventually they encounter a bizarre tree. A cloud of pollen engulfs the duo – Einar is rendered hopelessly inebriated, whereas Kiren finds himself sneezing constantly. A pair of eyes open on the tree and then abruptly close. After some fumbling about the two move away from the area and recover. 

They then decide to take the western path again. Eventually they come upon a burbling putrid bog. They decide to use one of the potions of breath-holding so that they don’t have to breath in the bog’s fetid air. Kiren becomes tangled up in some vines but manages to get out with some help from Einar. The duo then leaves the boggy area, continues south, and comes upon an ancient battlefield. They find a massive chunk of black ice with a silver spear embedded in it. Warily the adventurers avoid the ice and spear and continue on their way.

[The black hill of Dùn Tùr]

Eventually the adventurers come upon the spire of black rock that rises into the sky from the misty isle. Upon a side of the rock are a pair of silver doors. Where the doors meet is embedded a stylized symbol of a hound. Einar impatiently touches the door and yelps in pain as his hand is frostbitten. The silver doors exude an unearthly cold. Fortunately, Kiren successfully draws upon his healing skills to help Einar.


After some deliberation about how to proceed, Einar tries touching the hound symbol with the flowering crown of Queen Blàithnaid. To the relief of the adventurers, the silver doors magically swing open! The duo enters the black spire and ascends a twisting stairway.

Eventually the duo exits the stairway to find themselves at the top of the spire. There they come upon a pleasant flat field, about a hundred metres across, of verdant grass, lavender, and bright shrubbery. The air is cool but the sun is bright. Golden flowers bloom in patches. Beneath them the adventurers can see the mists that blanket the isle and much of the lake. In the centre of the field is a small white stone cabin, with a simple stone bench and well nearby. 

A daunting elfin warrioress approaches the two adventurers. Her beauty is unearthly and disturbing. This is none other than Queen Blàithnaid – discovered after centuries of hidden seclusion!


The queen demands to know why she has been disturbed. Einar and Kiren quickly explain their oath to Prince Berethil. They return to her the white crown that was stolen from her, on the eve of the great battle against the forces of the Autarch, over an eon ago. Moved by her brother’s tormented fate, the queen tells the adventurers to inform the prince’s ghost that she forgives him for his theft and betrayal. Perhaps his spirit now will be able to finally return to Faerie. She also gives to the duo her Elfstone, and makes them promise to deliver it to Prince Eldanar – the monarch with whom she co-ruled Taaliraan centuries ago. 

Queen Blàithnaid explains that, by means of the Elfstone, she is aware of a number of events that have transpired recently in the Vale. In response to the adventurers’ questioning, she informs them that Neriss is not on the island – the voices they heard were malevolent deceptions. She also reveals the Eamon is dead but the Warden’s pendant that he wore was a false one. Suspicious of Wulfric’s plans, Eamon had hidden the true pendant in the ancient Warden’s Mound to the south. The queen suggests that it be recovered and be given to a person pure of heart to become the new Warden. 
 
Queen Blàithnaid then prepares the Elfstone to take the adventurers to the edge of the isle, where their boat is located. She gives her magnificent sword, “the Queen’s Thorn,” to Einar. Then she sits down on the field, takes a final breath, and transforms into a beautiful flowering thicket. Her time on the Mortal Plane has ended and her spirit has returned to Faerie.

After a few moments of reverential silence, Kiren carefully examines the Elfstone. He then uses it to travel with Einar through the Ethereal Plane – a realm of glowing mists and swirling silver clouds – to the location of their boat. Since the artifact had been prepared by Queen Blàithnaid, the journey is successful. 

The adventurers deliberate about what to do next. Einar recalls that the ancient Standing Stones to the south is where the Green Elves granted the Vale to men and recognized Aelfwine as the first Warden a thousand years ago. Amazingly, he also recalls a little-known tale that Aelfwine was slain by his own brothers at the Standing Stones years later and was subsequently interred in the Warden’s Mound. They decide to go to the Warden’s Mound and see if they can recover the true Warden’s pendant.

The duo takes the boat to the western shore of the Lake of Mists. They start to travel south but notice that they are being observed by some gorcrows. Annoyed by these feathered spies, Kiren uses the Elfstone to travel via the Ethereal Plane to the Warden’s Mound. The dwarf succeeds but is greatly wearied by the task. He drinks some of the Green Wine from Prince Berethil’s barrow and is refreshed.  

The adventurers determine that they are actually on a hill to the north of the Warden’s Mound. They travel south to the correct mound and discover a pair of tarnished silver doors with the same Hound symbol that they had encountered earlier at the black spire. With some difficulty, the duo manages to open the doors. The two companions then explore the ancient barrow. 


In the course of their explorations, the adventurers are attacked by four terrible ghouls! Kiren is battered badly and knocked out while Einar severs the fingers of three different ghoul hands. (The elf considers renaming his sword “Finger Cleaver” because of this.) Einar and Miranda stand guard by the unconscious dwarf, waiting for him to recover. Eventually, after seven hours of rest, Kiren awakens. He uses some herbs and magic to recover further. 

After some additional exploration the heroes find the true Warden’s pendant. They also find some tapestries that portray the events immediately after the final Great Battle on Urdor at the end of the First Age of Humanity, a thousand years ago. These include the granting of Misty Vale to men, the Green Elves gifting the Warden’s pendant to Aelfwine, and the departure of the Green Elves from the Cursed Lands

Worried about encountering Wulfric’s forces in their weakened state, Kiren, Einar, and Miranda leave the Warden’s Mound and head west to the Tower of the Morning Star. They travel through the night and reach the tower early the next day. While tired, the adventurers are pleased with their success. They have: 
  • Solved the mystery of the “Beast of the Lake.”
  • Completed the quest given to them a month ago by the ghost of Prince Berethil.
  • Recovered the Elfstone of Queen Blàithnaid.
  • Recovered the true Warden’s pendant.
  • Obtained the powerful magical sword “the Queen’s Thorn.”
Truly, Kiren and Einar have travelled far on the difficult path to greatness!


Notes:
  • As always, all posts relevant to this campaign and setting are available at this master page.
  • The map of the "Cursed Lands" is from the larger map of "Ardor" by Peter Fenlon (produced for the old ICE campaign module, The Court of Ardor). I've added some locations to the map.
  • I drew the map of "Misty Vale" but most of the locations on it are taken from the adventure in the Against the Darkmaster core rulebook.
  • The adventure described in this post is based on the "Shadows of the Northern Woods" mini-campaign in the core VsD rulebook. It was heavily modified to fit with my campaign and setting.
  • All of the pictures in this post are taken from the core VsD rulebook.  

17 June 2025

Reflections on Middle-earth Roleplaying, Rolemaster, Against the Darkmaster, and Art

Back when I was a young lad and able to devote much of my time to role-playing games (late middle-school and high-school), I tried out a wide variety of different systems. Naturally, Dungeons and Dragons – and especially first edition AD&D – was a primary focus, given that it was the great colossus in the hobby during the 1980s, and everyone was familiar with it. But my friends and I also explored other games. We used our allowance money to try out alternatives like Dragonquest, Runequest, Thieves’ Guild, Traveller, Star Frontiers, and others. But our focus remained AD&D; it was the game with which we actually tried to play proper “campaigns” – usually failing for one reason or another, often with “total party kills” consciously or subconsciously engineered by tired or frustrated DMs. In contrast, we typically drifted away from the other systems after a couple of sessions. 

About halfway through high-school, though, my group – and especially me in my capacity as Game Master – shifted to Middle-earth Roleplaying (“MERP”). We still played other games – such as Call of Cthulhu and GURPS – but MERP became our main focus. My first “proper” campaign was one that I ran over a summer using MERP. The characters successfully completed a major quest and did some interesting things before my immaturity sadly led me to make some bad decisions that eventually caused the end of the campaign. Nonetheless, I remember it fondly, and parts of it vividly, even after all these years (almost four decades!).


Eventually we tried out Rolemaster as well. And although there were things about it that we liked, it proved less easy to use in play than the comparatively streamlined MERP. Sometimes we ‘mixed-and-matched’ things from the two systems, which was easy to do since MERP was a simplified “Tolkien-ized” version of Rolemaster (the relation between the two systems resembled that of Basic/Expert D&D and AD&D). In particular, the players used the individual weapon charts from Arms Law and spell charts from Spell Law, whereas I relied on the more general charts from MERP as GM. 

I continued to occasionally buy MERP and Rolemaster books even when I went to university and stopped playing RPGs regularly for a while. The Shadow World setting, by the highly creative Terry Amthor, especially intrigued me, although I never ran a campaign set in it. I bought the Rolemaster Companions as they were published and spent many hours daydreaming about the numerous options they provided (many of which, I recognized even at the time, were ill-conceived). However, the Middle-earth material remained my favourite. 

Given my longstanding interest in Rolemaster, I had known for many years that a new edition was in the works. This new version was ambitiously entitled “Rolemaster Unified” (“RMU”). It promised to “unite” elements of second edition Rolemaster (“RM2e”), the version that was dominant throughout the 1980s and into the early 1990s (later fixed up slightly and republished as Rolemaster Classic [“RMC”] around 2007) and Rolemaster the Standard System (“RMSS”), the even-more-complicated version that was published in the 1990s (a truncated version of which was later published in a single hardcover book, Rolemaster Fantasy Role-playing, with expansion books to cover the rest of system). I won’t delve into the edition differences here, most of which I have forgotten over the years. My perception is the RM2e/RMC remained more popular overall, but that RMSS had (and perhaps still has) strong advocates. Personally, after trying to GM some RMSS sessions about 25 years ago, I concluded that I preferred RM2e/RMC, and preferred MERP to both. 

In any case, given my gaming history, I was curious to see what the new version of Rolemaster – RMU – looked like. So, I recently checked out the products at DrivethruRPG. Alas, my curiosity was quickly extinguished. One reason was the price. Four PDFs are needed for the complete game, each of which is quite expensive. Given that I currently am quite happy with Against the Darkmaster (“VsD”) for this kind of game, and was simply curious about the new edition, my reaction was “no thanks.” (The complete rulebook for VsD in PDF is only one quarter the price of the four PDFs needed to play RMU.)

But just as much of a turn off as the price for RMU was the cover art. I would much prefer blank covers than ones graced with those pictures. I sincerely hope that the artist never reads this post, since I may come across as a bit mean here, but those covers are not ones that I would want to have to look at on a regular basis while playing a game every week.  

This made me reflect on the high quality of the art that characterized the main ICE (Iron Crown Enterprises) fantasy role-playing games – MERP and Rolemaster – during the company’s heyday from the mid-1980s to the early 1990s. That quality, for the most part, was due to the singular work of Angus McBride, whom I’ve praised many times at this blog in the past, including ranking him as one of the all-time greatest FRPG artists. 


That’s not to say that only McBride’s covers were excellent. The cover for the early UK edition of MERP was by Chris Achilleos and expressed a “metal” vision of Middle-earth better than anything else I’ve ever seen. (I remember seeing this cover in an advertisement in the UK gaming magazine White Dwarf back in the day and being bitter that I couldn’t purchase that version of the game in Canada.)

Also with respect to ICE’s Middle-earth line, the map artwork of Peter Fenlon was very important to me (and Fenlon is another artist whom I’ve praised here). Indeed, I spent hours just looking at Fenlon’s maps, thinking about how to detail the various locations on them (at least those that were not already described in the relevant Middle-earth setting books). I continue to cherish and use them to this day.



I actually started playing MERP before McBride started providing the covers for the line – although not before Fenlon started making the maps, as he was with the company from the start – so I don’t think my fondness for MERP was entirely due to the art. But I remember seeing McBride’s covers gracing the new MERP books and I can’t deny that they motivated me to buy a few more over the years than I would’ve otherwise. Certainly Middle-earth in my mind’s eye became infused with McBride’s vision of the world – and remains so even to this day.

I’ve mentioned before at this blog that I regard Against the Darkmaster (VsD) to be a worthy successor to MERP. It is not a “clone” – it changes too many things for it to be classified as such. But it is close enough to be readily compatible with MERP. I have had no difficulty in using elements of my MERP collection in both of my current VsD campaigns. 

In addition to its rules, VsD is also a worthy successor to MERP with respect to its art. The cover art for the core rulebook by Andrea Piparo is beautiful. 

The interior art for VsD is also of a very high quality. And I noticed an homage to one of my favourite McBride covers. (Unfortunately, I do not know which artist is responsible for the black and white picture below. The artists credited for the interior art are: Francesco Saverio Ferrara, Tommaso Galmacci, Rich Longmore, Heraldo Mussolini, Andrea Piparo, and Marcin Ściolny. The McBride picture was originally used for the Lost Realm of Cardolan module, and later used for the large Arnor book, which combined material from several earlier modules, including Cardolan.)


Well, this has been something of a rambling post. I guess that if I were to try to summarize my “key points” they would be:

  1. I liked MERP and Rolemaster (2nd edition) back in the day.
  2. Both MERP and Rolemaster, at least after the early days of ICE, benefitted from excellent cover art (primarily by Angus McBride). MERP also benefitted from amazing maps by Peter Fenlon. (The official RM setting, Shadow World, unfortunately did not enjoy as impressive cover or map art.)
  3. The cover art for the new version of Rolemaster (RMU) is not that great, in my view. The core rules also are quite expensive (even as PDFs). So I’m passing on RMU, at least for the time being.
  4. The rules for VsD are inspired heavily by MERP – and hence rock. The art for VsD is excellent as well. So I’m quite happy with the game overall – mechanically and aesthetically. 

Namárië!

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.]

06 December 2024

Against the Court of Urdor - Part 4

The Broken Temple, the Dread Wolves, the Tower of the Morning Star, and Soggy Fields.

February 1000 2AH (Second Age of Humanity): 1st – 12th. 
(A recap of the adventure so far.)

In Part 1 of this saga, our protagonists – Einar Quicksilver, the Green Elf scout of Koronande, and Kiren Hammerstone, the Dwarf animist of the Halls of Pale Steel – were captured and compelled by the Tantûraki wizard Zepheus to infiltrate the barrow of the Green Elf Prince Berethil. The ghost of Berethil, however, helped to free the adventurers from Zepheus’s control. In return, Einar and Kiren swore an oath to return the White Crown of northern Taaliraan to the prince’s sister, Queen Blàithnaid.  

In Part 2, after Einar and Kiren fled the spider-infested jungle of the Weblands and entered the Cursed Lands, they encountered three of the members of the Company of the Morningstar: the Kirani ranger Karos, the Hathorian wizard Evrix, and the Tantûraki scout Zephyr. Einar and Kiren then travelled to Korlax’s Haven. There they agreed to help the bard Blarth recover his silver harp from a vile band of redcaps. Alas, poor Blarth was slain by a ghoul in the process, but the heroes freed two prisoners: the half-orc Krumm and the pixie Neriss.  

In Part 3, the duo, now accompanied by Neriss in the guise of a young elf, travelled to Triumvir Town, where they met Jabbo “Far Walker” and Xerric the Loremaster, among others. They then journeyed to the village of Dawnfell, where Neriss was taken captive by the town’s ruler Brynjar. Using the pixie as a hostage, Brynjar demanded that Einar and Kiren recover the village’s protective artifact, the “Dawnchime” – which has the power to repel trolls – from the elves of the Crystal Glade. At the Crystal Glade, Einar delivered his aunt Yvenna’s necklace to his cousin Nuriel, leader of the elvish enclave. The two adventurers also learned that the elves do not have the Dawnchime, and that their own protective artifact, the “Dragon’s Eye,” had been taken by troll raiders only a few days earlier. From Agandis, a human (Kirani) prisoner of the elves, Einer, Kiren, and Nuriel learned that a deal had been arranged between a band of brigands named the “Dread Wolves” and the trolls. The bandits had agreed to steal the Dawnchime, using their spy in the town, Hamrick Tallowfoot. In return, the trolls agreed to take the Dragon’s Eye. The deal had been arranged by none other than the vile magician Zepheus, who seeks the elvish artifact for his own dark plans! 

[Map of the Cursed Lands]

February 1000 2AH: the 13th day.  

Accompanied by the Wyrdwood guardian Aleisa and the intelligent macaw Quiss, the adventurers journey through the jungle to the Broken Temple, which lies only a mile and a half to the north of the Crystal Glade. En route Kiren chats amiably with the bird, while Einar and Aleisa exchange furtive glances. As they near the temple, Kiren notices that the group is being followed by a large gorcrow. Aleisa fires at it but misses, and the gorcrow flies away to the northwest.

[Aleisa]

Near the Broken Temple the band comes across an abandoned cart. Einer discerns that the tracks came from the east-southeast. Consulting the regional map that they had found the previous day at the wood gatherer’s cabin, the heroes infer that the cart likely had come from Dawnfell. The Green Elf also finds troll and human footprints around the cart.


[Dawnfell region]

The party investigates the Broken Temple. They are immediately attacked by a panther and two trolls! The panther is quickly dispatched by the trio, but the trolls hurl great stones at them from within the temple. Using his soul soothing magic, Kiren calms the trolls momentarily. While trying to flee, the leader Urgusk is savagely killed by the Dwarf, whereas the other troll, Prugg, is granted mercy by Einar. The Green Elf of Koronande convinces Prugg to reveal the treasure they seek. The troll helps the adventurers evade a trap involving Darkshrike spores. The group then loads the Dawnchime onto the cart that they had located earlier. They learn from Prugg that the Dread Wolves had recently exchanged the Dragon’s Eye for the Dawnchime, and that the former item likely is still with the brigands. The troll also explains that the gorcrows are used as spies by the brigands. (The adventurers infer that this is no doubt a “gift” from their nemesis Zepheus.) In return for his help, Prugg is granted his freedom – but only after he spends the rest of the day in stone form. Exposing himself to a ray of light that breaks through the jungle canopy, the troll is petrified until nighttime.

[Urgusk the troll]

The group explores the ruined temple. Einar recognizes statues devoted to four deities of the Solar Court: Amithos (God of the sun and justice; ruler of the Solar Court), Ulrika (Goddess of war and strategy), Vanimos (God of knowledge and secrets), and Zerrick (God of discipline and control). The Green Elf also recognizes a painting of the dreaded Autarch N’veldar and his legions. It depicts a battle from the final years of the First Age of Humanity. Kiren burns the painting in disgust. The group also comes across a great hide used by the trolls as a rug. Kiren identifies the hide as belonging to one of the Uvag-Aak, a terrible race of vampiric apes that dwell deep within the jungles and forest around the Ûsakan Bay

The party travels back to the Crystal Glade with the Dawnchime. There the trio consults with Nuriel. The leader of the Crystal Glade recommends that Kiren and Einar travel to Dawnfell and negotiate with Brynjar. She also suggests that the Green Elf Orin accompany them, as he is fluent in both the Hathorian and Kirani tongues, and used to interact regularly with the humans of Dawnfell before the two peoples became estranged. Orin is keen to return to the human settlement after so many decades, as he craves the substance known as “cheese,” which (tragically, in his opinion) elves do not create. Aleisa will lead a band of Green Elf archers to the bandit camp and lie in wait for the party there.

After a brief rest the group travels to Dawnfell. There the group meets with Brynjar. Einar explains what happened with respect to the Dawnchime; he is backed up by the charming Orin. Impressed by the return of the Dawnchime and the elves’ harrowing tale, Brynjar releases Neriss and agrees to work with the Crystal Glade to recover the Dragon’s Eye from the Dread Wolves. The thane also decides to send five soldiers from the village to aid in the recovery mission. 

Einar, Kiren, Orin, and Neriss retire to Hathor’s Staff inn. There they relax and Orin consumes a wheel of cheese. He then tells the adventurers a saucy tale involving a pixie queen and an elf knight. Neriss turns bright red and looks longingly at poor Einar.

February 1000 2AH: the 14th day.  

Before the sun rises, the party heads north with the five soldiers from Dawnfell. To his profound irritation, Einar notices that a gorcrow is following the party.

When the party reaches the bandit camp a Green Elf scout updates the party. Elves from the Crystal Glade stand guard hidden in the trees around the campsite. 

The leader of the Dawnfell soldiers, Güntar, demands the surrender of the Dread Wolves. The hidden elves fire several arrows into the camp area to unnerve the bandits. Vargas emerges cautiously from his hiding place and demands an oath from Güntar that the bandits’ lives will be spared if they surrender. Reluctantly, the warrior agrees. Vargas then explains everything he knows about the involvement of Zepheus and the deal with the trolls. He also confirms that the bandits’ spy in the village is the farmer Hamrick Tallowfoot. It was Hamrick who stole the Dawnchime for the bandits and brought it to the trolls. The adventurers also recover a map and note from Vargus. The note is from Zepheus and offers the bandits one-thousand jade pieces and a blade of “black ice” in exchange for the Dragon’s Eye. As Vargus conveys these items and information, Kiren notices a gorcrow spying on the campsite. A Green Elf fires at the gorcrow but misses; the malevolent corvid flies away.

[Vargus, leader of the Dread Wolves]

The elves depart, returning to the Crystal Glade with the Dragon’s Eye. Taking the bandits as prisoners, the adventurers and men return to Dawnfell. There, Brynjar pronounces his punishment. The bandits’ lives are to be spared – as promised by Güntar – but their ability to cause mischief will be thwarted by the removal of their left eyes. In addition, the members of the Dread Wolves are to serve the village as labourers for ten years. Bynjar lets the heroes keep Vargus’s magical pendant as a reward for their aid and offers a reward for the return of the traitor Hamrick.  

[Hamrick the traitor]

With the assistance of Güntar and Neriss, the adventurers track down Hamrick. After slaying a wolf and another bandit, the group returns to Dawnfell with Hamrick as their prisoner, whom they turn over to Brynjar. As rewards for their services, the thane gives Neriss a superior short bow, Einar a superior leather helm (specially designed so as to impose no perception penalty), and a trained falcon named Miranda to Kiren

The party then retires to the Hathor’s Staff inn to deliberate about what to do next. While enjoying their drinks, the dwarf animist casts “Animal Companion” on the falcon and the two become bonded. Kiren is delighted with his new feathered friend.

February 1000 2AH: the 15th day.  

The party returns to the Crystal Glade with Orin – now filled with human-made cheese. Nuriel greets them warmly and promises them accommodation within the settlement anytime they need it (the Crystal Glade is forever a “safe haven” for the group). 

Grizzy the gnome urges Nerris to return to the secret Faerie Mound (located near the Crystal Glade) as her brother Nerro wishes her back. After some gentle nudging from Einar, who tires of the pixie’s childlike infatuation with him, she agrees. But she gives the Green Elf her magic whistle – when blown, Nerris will hear it and know where Einar was located when he used it. She promises to find him if he ever uses it. The pixie then departs for the Faerie Mound, tears in her fey emerald eyes.

[Neriss]

February 1000 2AH: the 16th and 17th days.  

Grizzy teaches the spell lore “Mastery of Plants” to Kiren. Meanwhile, Einar pursues less intellectual endeavours, and enjoys the gratitude and company of Aleisa.

February 1000 2AH: the 18th and 19th days.

The duo leaves the Crystal Glade. They return to Dawnfell and then go to Triumvir Town. While in Triumvir Town, Einar and Kiren meet with the Arsilonian scholar Xerric, and tell him about their recent adventures. Impressed, Xerric sells his magical backpack to Kiren for a reduced price. Back at the Evening Feast Inn, Jabbo “Far Walker” congratulates the adventurers on taking out the bandits, and Kiren introduces his falcon to Marda the innkeeper.

February 1000 2AH: the 20th and 21st days.

Einar and Kiren journey north to the Tower of the Morning Star. They reach it as evening falls and stay at the tower’s inn, The Evening Star. There the party learns from the innkeeper Daileen that one member of the Company, Zephyr, was recently killed. The duo also speak with the Hathorian bard Lena. She recalls poor Blarth and is sad to learn of his death. 

[Daileen]

The next day the party meets with several members of the Company of the Morning Star

Bleys, the Hathorian wizard (and apprentice to Evrix).

Karos, the Kirani ranger (whom the adventurers had met before). 

Ketta, the Halfling scout and spy.

Onshay, the Dwarf “intelligence master” of the Company.

Ulxor, a Tantûraki herbalist and scholar.

Wyland, a Blue Elf warrior.

Karos explains that after meeting with the two adventures just over two weeks ago (February 5th and 6th), he, Evrix, and Zephyr launched an assault on the encampment of the vile Zepheus. While most of the necromancer’s warriors were easily dispatched, one turned out to be a vampire which slew Zephyr. While Karos and Evrix dealt with the loathsome demon, Zepheus managed to escape. Hence the attack was a failure. The ranger also tells the duo that Evrix subsequently travelled south to Taaliraan in order to consult with the wise and powerful Blue Elf lord Laurre Menelrana. The wizard Bleys cautions the party to avoid vampires if at all possible. Contrary to common folklore, vampires are not “undead” but rather powerful demons.

While partaking of the Company’s high-quality wine and bread, Kiren and Einer relate their recent activities, including helping to heal the rift between the villages of Dawnfell and the Crystal Glade, and uncovering the involvement of Zepheus in the troubles there. They also reveal the location of Zepheus’s base in the Wilder Woods to the west of the Cursed Lands. The Company is suitably impressed by all this information – and by Kiren’s charmingly earnest desire to help all “good people work together.” 

The adventurers then mention their plan to travel to Misty Vale in order to return the white branch crown to Queen Blàithnaid, whom they believe is magically hidden on an island within the lake near the town. The Company tells them that a friend of theirs – Nevynn “the Wise” – lives in Misty Vale, and that the party should seek his counsel if possible. Ulxor writes a letter of introduction for the party. And with that, the council ends. 

Shortly afterwards, Einar and Kiren leave the Tower of the Morning Star and spend a few hours walking to the town of Soggy Fields. Most of the townsfolk are Tantûraki. Indeed, the duo learns that the town was settled three centuries ago by six wealthy families that had fled Tantûrak due to their opposition to the “Magician.” The townsfolk later were joined by a tribe of halflings from Dûshera. Soggy Fields is now one of the larger towns in the Cursed Lands. It is governed by a ruling council of six Tantûraki and one halfling (“The Council of Seven”).   

Reaching the town in the late afternoon, the duo encounters a priest named Zedric within the main square. The priest is imploring the townsfolk to rejoin the Church of the Solar Court. However, as committed members of the Church of the Free Sun, the people of Soggy Fields ignore the bellicose proselytizer.

[Zedric]

The duo wander about town for a while, visiting the Last Drop Inn. There they chat with a roguish one-eyed halfling publican named Zhurlo, who is saddened to learn of Blarth’s death. The adventurers then visit the Chapel to Amithos and Fiona. There they speak with Hierarch Staven and learn more about the conflict between the Church of the Solar Court and the Church of the Free Sun (Staven belongs to the latter). Both Churches are devoted to the deities of the Solar Court, but the Church of the Free Sun broke away from the Church of the Solar Court in the 2105th year of the First Age of Humanity, after the Autarch N’veldar proclaimed the Rylindar Imperium. The Hierarch worries that religious strife may be coming to the Cursed Lands due to increased meddling by Tantûrak.
 
Finally, Einar and Kiren retire to the Blazing Hearth Inn.

Notes:

The master page for the World of Ukrasia and this campaign is here. (Links to other log posts can be found on the master page.)

The “Court of Urdor” setting (including the central part of the island) draws upon – but significantly modifies – ICE’s 1981 Court of Ardor campaign module by Terry Amthor. The map of the “Cursed Lands” is from the module’s main map, by Peter Fenlon. (I added a number of new locations to the “Cursed Lands” map – it should be obvious which ones are not part of the original map.)

Queen Blàithnaid is from the Against the Darkmaster core book. Nuriel, Brynjar, and other materials concerning Dawnfell and the Crystal Glade are from the Silence of Dawnfell adventure for VsD. The pictures of Urgusk and Vargas also are from that adventure. I have extensively modified both adventures for this setting and campaign. The map of the Dawnfell region is my own but draws upon the version found in the book.

The picture of Karos is from the Baldur’s Gate II Enhanced Edition CRPG. The other colour portraits are from various fan-made mods for that CRPG.

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