Friday, 17 February 2023

A farewell from Gandalf and where does the game go next?

The Companions are coming up on completing there third adventure phase. The goblins threatening Combe have been dealt with, Burzgul the Butcher and his band of orcs and Wargs have been slain, and just recently the Companions saved Fitch Talltree, the Forester of Archet, and killed the troll that had murdered Fitch's father many years ago. 

The year remains 2965, having just passed midsummer and the Summer Smoke Ring Festival entered into by Balkin, who failed spectacularly during the contest ending his first attempt in a fit of horrible coughing. Shadow begins to creep into the hearts of the Companions as they have encounter undead things in the ruins along the Weather Hills and cursed gold claimed in the troll's lair. 

They have also made critical errors, failing to tell Gandalf, their patron, the name Un'Dargotha who had guided Burzgul in his movements through the Bree-lands. They have also insulted Oswald Breeker during a failed council, denying themselves access to his library, one of the few points of lore in the fallen lands of Arnor. Gandalf does not know this either and unfortunately, the Grey Pilgrim has other business to attend to. As such his patronage will be coming to an end for the Companions. Before he goes, he has left behind a letter offering many avenues for the players to pursue. This will be presented to the players upon their return to the Prancing Pony in the village of Bree. 


Gentlemen,

It is with regret that I will not be able to speak with you again for some time. Urgent business to the south requires my attending to, and I do not know when I will be back this way.

I did not wish to part without sharing some final thoughts you may find of some value.

Continue to nurture your relationship with Oswald Breeker. Though he can be a prickly fellow, his library is a source of knowledge not easily found in the Bree-lands. You may find the information in his books invaluable.

I have offered bits of advice and rumour to you these many weeks. Seek out the truth of them as you see fit. Trust your hearts to guide you for the Shadow does not cloud your vision.

The Queen of Lond Daer’s hall will need strong knights in the days ahead. Perhaps you will be the aid her court will desperately require. If you seek to travel to her hall beware passing through the fallen city of Tharbad. It is governed by Master Gurnow who has claimed the title of Captain of the Haven. He is old and cunning and has ruled the city for many years. Leaving Tharbad is much harder than entering its once proud walls.

I fear the evil that has befallen Fort Arlas. Hill-men once protected its wooden ramparts until they were driven out by some unknown darkness. If it could be reclaimed and restored to the Hill-men such would be to our advantage to have eyes near the dangers lurking in Mt. Gram, the Ettenmoors and the Misty Mountains to the east. I cannot help but wonder if Burzgul would have been able to pass into the Bree-lands undetected if Fort Arlas was under the control of the Hill-men.

Finally, Ellahir, perhaps it is time for you to travel to the Shire as you dreamed of doing when you left the Woodland realm. My old friend, Bilbo Baggins, would be most happy to host you as a guest in Bag End. I would be remiss if I did not say you should continue journeying west until you reach the White Towers, built in the second age by the Elven High King Gil-galad as a gift for Elendil, the first King of Arnor. Few marvels such as this remain in the lands of Eriador.

Other paths may lie before you, for even the wise cannot see all ends. Which ever you choose to take, may the blessings of the goodly folk follow.

Until we meet again, far thee well.

Your friend,

Gandalf the Grey

 

Ironically, the group suggested out of game that they are unlikely to follow any of Gandalf's advice. As they watched over Fitch Talltree from afar, the Companions were ambushed during their journey in the mid Chetwood by a group of bandits. The Companions were able to talk their way out of a fight but word of a Bandit King to the north west, possibly hiding in the ruins of Fornost, has reached them and seems to have attracted their interest. 

I also have a couple of patrons in mind to replace Gandalf. Bilbo is an obvious choice if the group decides to visit the Shire. I may run some version of the adventures provided in the boxed set if the companions go in that direction. Another patron I had in mind is Gilraen the Fair if the players choose to seek out the bandits to the north or travel to Fort Arlas. I see myself getting a lot of run out of the Ruins of the Lost Realms supplement in the games ahead.

Regardless of the choice the players make the One Ring has been amazing. Playing in Tolkien's world using this mechanical system has been a breath of fresh air. We're about 25-28 hours deep into the game at this point and the players have expressed they don't want it to end any time soon! Win!



Friday, 3 February 2023

2965 - Spring: Goblins in the Wild

This adventure is bog standard stuff but I felt it was a good way for myself and the group to get a feel for the mechanics of The One Ring 2e. Since we're just starting out that's pretty important. 

The idea comes right from the core book and does a decent job setting up the next adventure, the hunt for Búrzgul, the Butcher. Many of the descriptions used come right from the Core book. In no way do I own any of this material, it's fan adventure scenario fiction.

I normally don't put this much info into an adventure I'd run but on this occasion I tried anticipating some of the decisions they'd make and the rolls they might be called to perform. 


2965 - Spring: Goblins in the Wild

Background: 

Goblins from Goblin-Town have come down from the Misty Mountains after getting word from Búrzgul, the Butcher that orcs are gathering in the South Downs and the villages surrounding Bree are ripe for plunder. The goblins found a cave in the Chetwood, close to the Midgewater Marsh, from which they prey upon sheep from the village of Combe, waiting for word from Búrzgul that the time has come to raid the village proper.

Adventure Information: It is raining, a solid April rain, leaving everything, and everyone soaked to the bone.

 The Companions have arrived or are arriving at the Prancing Pony in Bree.

·        Inside is warm and dry, with a large fire roaring in the fireplace. The smell of fresh baked bread and butter, ale and venison stew suffuse the room. The inn is packed with people heading back and forth from the bar, mugs of beer in hand, while serving maids carry trays of food to tables.

 

Barnabas Butterbur is a young man at this point, not quite as heavy set as seen in the movie. Hobbits and dwarves are not unusual customers in the inn. He has never seen an elf and would be awkward and fawning dealing with them, considering it a huge honor to have one in his inn.

·         Rangers are treated with some suspicion, considered to be strange folk by the Bree-landers.

Gandalf is visiting the Inn. He could be met by an individual player on the road, suggesting to them he could use a helping hand along the rain soaked road or he could be met soon after he enters the Prancing Pony.

 Possible Gandalf talking points:

  •          “Greetings. It’s pitching cats and dogs out there. May an old man share a seat at your table to dry off by the fire? Ah, that’s better.” The wizard sits down without waiting for a response.
  •       If asked who he is: “Ah, well, that is a long story. You may call me Gandalf, Gandalf the Grey. Thought I’d get out of the rain and enjoy the comforts of Master Butterbur’s inn. It’s not good for an old man to be out in weather like this. But what brings you to the Prancing Pony?”

 Gandalf may remark about the cultures of the players (i.e. If I’m not mistaken, you are an elf of the Woodland Realm. You’ve traveled a long way from Mirkwood. What brings you to these parts?). Use this as an opportunity to introduce the Companions to each other.

After enough friendly banter Gandalf presents his concern to the players. He comments on rumours the Shadow is growing and that orcs have been seen on the move from the Misty Mountains. On the flip side he mentions the new hope in the Dale with the death of Smaug and the reclamation of Erebor.

 During their conversation, John Ferny will try to stealthily approach the Companions to listen in on what they are saying. Players can make an Awareness roll to spot him and an Insight check to identify what he’s up to. At some point Gandalf will grow angry at John Ferny for trying to stick his ear into their discussion.

·         John is bald but for a ring of hair around his head. He is a tall man with small eyes and an upturned nose. He is canny and secretive and greatly desires to know Gandalf’s business.

 

Butchered sheep in Combe.

Eventually Gandalf asks for the players aid.

  •  “Sheep have been found butchered in the fields in the north end of Combe, whispers that a Troll has come down from the Chetwood. I am not so certain. I would travel to Combe myself, however important business awaits me to the west for which I cannot be late. Would you travel to Combe and see to the nature of these attacks upon village?”
  • “I must warn you the people of Combe have grown less hospitable of late and do not trust outsiders. It will take a hospitable word and true deeds to gain their trust, if at all, I fear.”

 

Gandalf will become the players Patron for this adventure.

 

Goblins have begun to raid the local fields. If it continues, news will reach Goblin Town of easy hunting. If the threat is not dealt with more goblins will come and by the fall the village of Combe will be raided with a number of farms put to the torch.

  Background info. The Bree-wardens offered to investigate but were dismissed. According to the people of Combe, they can look after their own problems. (Insight test – the people are stubborn, and a little bit resentful of their situation. Combe is known to flood from time to time due to their location in the valley between Bree-hill and the Chetwood. It’s also more dangerous, Trolls have been known to take their sheep in the past.)

Characteristics of the Village: Combe is located on the north side of Bree-hill. A small pathway off the North-South road leads to the village. Dour and gloomy farmers can be seen working the fields, preparing equipment to sow their crops, once the rain season ends or tending to their flock of sheep. Combe consists primarily of humans with a few hobbit families living in Bree-hill. 


When the players approach a farmstead they’re greeted by barking dogs, followed by suspicious stares and half-hearted welcomes form the locals.

Carl and Tilly Hardybough: Use them for the first farm the players approach. Carl is out tending to the sheep while Tilly is tending to the vegetable garden. The farm has not been attacked at this point. ·

·         Carl will want to know if the Companions are associated with the Bree Wardens.

  •      “You working for them Bree Wardens? We don’t need no help from outsiders. We’re capable of taking care of our own concerns, thank you very much.”
  •       "It’s been farms to the north, closest to the hills, where the attacks have occurred."

·         A Courtesy or Persuade roll (good roleplaying will gain 1d) will reveal the most recent farm to be attacked was the Oakstout’s two nights ago, located north of the village. If the players get any 6’s on the success, Carl Hardybough will offer to introduce the players to the Oakstout’s personally. This would be a case where if the players don't pass their target number choose the success with woe option and perhaps the players are labeled by the townsfolk as being strange or disturbers of the peace making future interactions in Comb difficult.


The Oakstout Farm. Site of the last goblin raid. 

Tom and Etta Oakstout’s farm is on the northern outskirts of the surrounding farm.

·         Tom is cutting wood by the side of the house while Etta is inside baking. The barking of the dogs will bring her to the front door.

·         Tom is reluctant to talk to strangers. He believes a troll is responsible.

      Etta thinks it was something else based on how the sheep were butchered. 

  •      “A troll would have taken the whole bloomin sheep, Tom!”
  •      “They’re offer’n ta help and you should take it, otherwise we’ll be hard pressed to pay Master Breeker’s tax if’n more of our sheep are butchered.” (The introduction of this name may be recalled by the Companions in the future.)

·         Tom has since buried the sheep out past the fields not wanting to attract wild animals to the remaining flock. A successful Courtesy or Persuade roll will have him show where the dead sheep were found so the players won't have to Scan or Hunt for it.

  •       Goblin tracks can be found in the field. They lead to the goblins who occupy an abandoned Troll-hole hidden in the side of a hill to the north.
  •       If the tracks are not found, the players can set up an ambush in the farmers’ fields. Goblins will return at night for more meat (which they need to offer to the wolves in the Howling Howls).


Finding the Goblins

Tracking the Goblins: The players can make a Hunting or Scan roll to look for tracks.

If they succeed, they observe goblin tracks heading north. These tracks can be followed north west where the Chetwood meets the Midgewater Marshes. If the tracks were found using Scan, a Hunting roll (gain 1d) is required to follow them, otherwise the Companions lose the trail in the hills.

 

If the Hunting roll is not successful players can watch the farm for the next Goblin attack:

·         If they fail the initial Hunt roll, trying to find tracks from previous attacks won’t be possible due to recent rains.

·         The players can set up an ambush and watch for the goblins to return at night. A Battle roll can provide a good location for the ambush (providing a bonus 1d to the Awareness roll when the goblins return at night). The players will have to make Awareness check to hear and see the goblins approach. Because it is at night this is made at negative 1d.)

·         If they fail, a player can make an Awareness roll to hear the sheep becoming agitated and scared by the goblins or when the goblins are butchering the animals.

·         If the players fail to catch the goblins at work they can make another Hunting roll in the morning when the dead sheep are found to track the goblins north. The villagers will not be impressed that more animals were killed under the Companions watch.

·         Other options include success with woe, the players spot the Goblins but the Goblins spot the players, negating any ambush by the players.

 

Another option could be success with woe. The players are allowed to track the goblins however the trio of goblins returning to Combe spot the players moving through the woods and set up an ambush.

 

If Hunting is successful in tracking the Goblin the players are able to follow the tracks into the Chetwood.

Leads to Attack in the woods:

·         On the way north the Companions will come upon a trio of goblins who are traveling south east to raid the sheep. It is overcast, allowing the goblins to move easily during the day. 

      The Player Scout will have an opportunity to make an Awareness roll. If they roll a 6, they can make a Stealth roll to see if they surprise the Goblins. 

·         Otherwise, combat begins with an opening volley for both sides.

·         If they fail their Awareness check allow the Goblins a surprise round for the opening volley as they've set up an ambush instead.

                                                        

                                                The Troll-hole, Goblin cave:

There are 5 goblins currently in the cave. Another 3 have traveled south to entice the Wargs in the Hollow Hills, located in the South Downs, to join them. A Scan or Hunting test notices those tracks heading south.  The Goblins are trying to lure Wild Wolves to their cave using the sheep meat, thus the tracks headed southward.

The map I used was created by Dyson Logos.

 


In the cave:

·         A single goblin will be keeping watch in the shadowed recesses of the cave entrance. Companions can roll Awareness negative 1d since it is difficult to see into the darkness and the goblin has a good hiding place. Companions will have a negative 1d to shoot at the goblin due to its cover in the cave.

·         If the goblin isn’t spotted the goblin will sound the alarm when the Companions are discovered, alerting the remaining 4 goblins in the cave. This allows them to find good spots deeper inside, gaining a surprise round to shoot at the players. During the opening volley, the Companions will have negative 1d due to the cover the goblins have in the cave.

·         If the players have the advantage of surprise they can get an opening volley before close combat begins.

·         If the players are somehow able to kill the goblin sentry before it raises the alarm, the goblins are resting in the bottom of the cave.

      Side note: My group was detected trying to get into the cave. The alrm sounded and they waited outside, thinking the goblins would charge out to attack. But why would the goblins leave the safety of the cave to do that? So instead I tried to lure the Companions into the cave with this goblin taunting song.

                “Come in, come in!

                Let’s play, let’s play!

                Come in, come in!

                We’ll stick yeah!

                We’ll pierce yeah!

We’ll bleed yeah on the floor!

Come in, come in!

Let’s play, let’s play!”

 And it worked! The Companions moved into the cave and they paid for it in goblin arrows!


Treasure:

·         At the back of the cave, carved into the stone is a roughhewn chair looking over the ledge into the main cavern. Above the stone chair runs a thick horizontal crack. In a hidden recess were a troll could easily reach is a treasure box. A Scan test is required to spot the box in the crack from the ground. If the players climb up onto the throne to look in the recess they’ll automatically spot it. Because the box is wedged into the crack pulling it out of the recess will require an Athletics roll.

·         Each player will receive 2 Treasure. As well, the box contains Nár’s Rock, a Dwarven Shield of Ancient Cunning, crafted in the mines of Moria. Nár’s Rock was lost during the War of Dwarves and Orcs.

·         In the room in the lower portion of the cave, amongst the lice ridden bedrolls, food stuff and other filth that make up the goblin camp the players locate a filthy piece of leather with crude writing on it.

 Skag,

 Offer Wargs in western hollows sheep meat and promise of man flesh. They will come.

 Stay hidden! Our strength grows but we are not ready to fire the villages.

 Patience.  Ancient forges will be lit. From the ashes a new Uruk nation will rise in the north.

 Búrzgul, the Butcher

 

This clue will be the hook for the next adventure phase. 


Waiting for the Goblins to return

If the Companions wait in ambush for the return of the goblins two goblins and Skag, the orc, will return to the cave riding Wargs.

 

Captured Goblin: If a goblin is captured and questioned the goblin will hiss and snarl but provide no information willingly. A player may attempt an Awe roll to intimidate the goblin or a Riddle roll to try and trick them out of information. Info the Goblin can provide.

  •          Búrzgul, the Butcher is south. He sends word when the moon is dark.
  •          Ha ha, many orcs, many goblins are coming to serve under the Bloody Axe, ha, many orcs and goblins from the Misty Mountains will hear his call to kill the men of these lands, hah.
  •          The Butcher will hear what you did. He will come. He will gut you. And bleed you. And make you scream. In the dark of night he will find you. Hah.

 

Returning to Combe/Bree:

At any point the players can return to Combe and Bree to speak of their success.

·         The farmers will be grateful  the goblin threat is eliminated.

·         The Companions will have established some reputation in Combe as a result and will be treated fairly by the villagers. 

      Word will also reach Oswald Breeker of the Companions deeds.

·         Oswald will appreciate the aid given to the farmers, though he believes the farmers need to be able to take care of their own problems if they are to remain in the area. They can’t look to outsiders for help.

 

Gandalf (Fellowship phase):

When the players return to Bree and the Prancing Pony, Gandalf may not have immediately returned from his travels. It depends on how long it took the Companions to see to the goblins.

 The interaction with the wizard could occur later as part of the Fellowship phase.

If shone the scroll, Gandalf will wonder at the reference to ancient forges and who signed it.

·         Gandalf will suggest they speak with Oswald Breeker, a wizened old man who lives in his ancient family estate on the edge of the Combe. He is the master of much of the farm lands around the village and extracts a heavy tax from those who tend these fields and hills.

·         Oswald has a decent library, including books on genealogy. Gandalf suggests they may find information on the name, Búrzgul. He warns the players that Oswald is grim and secretive, and possesses an inquisitive mind. He will want to know who he is speaking with. There in the Companions may find an advantage.

      Of course Gandalf knows who Búrzgul, the Butcher is but he wants the players to interact with Oswald since it may set in motion other events in future adventures.

 

Oswald Breeker Estate (Combe village)

This meeting will require a Council. Should the players prove themselves to be both allies of the Free Folk and capable of keeping his secrets, they will be permitted under Oswald’s supervision to use his library for research.

 Council:

The request to use the library is reasonable, value 3. Players can approach the introduction as they see fit. Same with the interaction.

 If successful:

Oswald will direct them to a book of genealogy and the information they seek on Búrzgul, the Butcher. The book will inform them that Búrzgul, the Butcher, is a formidable orc, though he does not possess the potency of his forbearers, Bolg, or Azog the Defiler.

·         In the future, any Ranger of the North or other character able to win over Oswald is able to make use of his collection of ancient texts, and gains 1d to Lore rolls relating to the history of Bree-land and Arnor.

 If unsuccessful:

Oswald will deny them access to his library and ask them to leave his house.

 If it ends in Disaster:

Oswald demands the players leave and never return to his house. 


So ends the first adventure!

Monday, 2 January 2023

Ellahir, an elf from Mirkwood.

 The last character created was also from the Peoples of Wilderland supplement, Ellahir, an elf of Mirkwood. Below was his simple backstory. I'm found of how it weaves elements of the Hobbit into it.

The Elf from Mirkwood

Born late in the Third Age, Ellahir knew only the history of his kin through the sorrowful songs sung under the moon and stars beneath the boughs of the Woodland Realm of King Thranduil. Ellahir knew for a brief time the peace of the Great Greenwood, now named Mirkwood, for a Shadow had claimed the abandoned Elven Fortress of Amon Lanc. A dark force, the Necromancer. The fort, renamed Dol Guldur, drew orcs and giant spiders within its walls. Under orders of the King, Ellahir’s people retreated to the northeast of the wood, holding back the darkness from their borders. Ellahir was not allowed to leave the underground realm, nor were any others. And so the years passed.

Not long ago, unexpected events transpired. Dwarves from the lost kingdom of Erebor, on a quest of secret purpose, were imprisoned by order of the King, only to have been broken free by some unknown hand. The dragon, Smaug, was slain; Thorin Oakenshield, the very dwarf once imprisoned in Ellahir’s home was named King Under the Mountain. King Thranduil, for reasons Ellahir could not comprehend, marched an army of elves to the Lonely Mountain and with the men of Lake Town demanded tribute. Unknown to all, an army of Orcs and Wargs, led by Bolg, son of Azog the Defiler, ambushed the armies of men, dwarf and elf. The Battle of Five Armies was fought while Ellahir remained in the underground realm. 

Soon after, the White Council drove out the Necromancer from Dol Guldur. It was a time of great upheaval. But what did it portend for Middle Earth? Of late, Ellahir’s kin whispered the Enemy of the Second Age had returned. Many hinted they would soon travel west, past the White Towers to the Grey Havens and set sail to the Undying Lands. The thought of traveling west, without having seen the beauty and mystery of Middle Earth, troubled Ellahir. The thought of the Shadow returning vexed him. Never had he stood against it, as so many of his kin had done in ages past and present.

Ellahir vowed he would test his bow, Valour and Wisdom against the enemy before the end. But where?

East held little interest, lands of dwarves and men where few elves roamed. Soon after the Battle of Five armies, a strange pair came to the Woodland Realm. Mithrandir, the Grey Pilgrim, a wizard so it was said, held in high esteem by the elves, and one of the little folk, a hobbit by the name of Bilbo Baggins, who had aided the dwarves in reclaiming their kingdom under the mountain. Bilbo gave to King Thranduil a beautiful necklace of silver and pearls, a treasure of great personal value to the King, and was named elf-friend in return. Ellahir spoke with the hobbit, of where he was from, a peaceful land known as the Shire. Bilbo’s description of the hills and meadows and the carefree troubles life of a hobbits life stirred Ellahir’s soul and so he decided that was where he would travel first.

And so Ellahir left his home for the first time, seeking whatever may come.