[Tale of Years] The Fellowship of the Free (Spoilers)

Adventure in the world of J.R.R. Tolkien’s The Lord of the Rings. Learn more at our website: http://www.cubicle7.co.uk/our-games/the-one-ring/
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Rich H
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Re: [Tale of Years] The Fellowship of the Free (Spoilers)

Post by Rich H » Sat May 13, 2017 8:45 am

Majestic wrote:
Fri May 12, 2017 7:33 pm
Thanks so much for taking the time to share these, Rich. You do a remarkable job of foreshadowing and seeding future allies and NPCs, and a LM could learn much by reading through your notes.
Thanks M, I was inspired by reading certain other threads here! ;)

I think the foreshadowing is easier if when preparing for a campaign we read as much in advance as possible. Doing this informs the LM as to what is coming up but also by reading forward many years in advance you also identify the opportunities when NPCs and other foreshadowing can be introduced. I think that is key.
TOR resources thread: viewtopic.php?f=7&t=62
TOR miniatures thread: viewtopic.php?t=885

Fellowship of the Free Tale of Years: viewtopic.php?f=7&t=8318

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Grey Seer
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Re: [Tale of Years] The Fellowship of the Free (Spoilers)

Post by Grey Seer » Sun May 14, 2017 11:33 am

I've yet to read through this in full, but I've book marked it and plan to do so soon. Thank you for the mat ideas and visual aids! I think this will make things much more fun for complicated encounters!
-Greyh

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Rich H
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Re: [Tale of Years] The Fellowship of the Free (Spoilers)

Post by Rich H » Mon May 15, 2017 11:23 am

Grey Seer wrote:
Sun May 14, 2017 11:33 am
I've yet to read through this in full, but I've book marked it and plan to do so soon. Thank you for the mat ideas and visual aids! I think this will make things much more fun for complicated encounters!
You're welcome!
TOR resources thread: viewtopic.php?f=7&t=62
TOR miniatures thread: viewtopic.php?t=885

Fellowship of the Free Tale of Years: viewtopic.php?f=7&t=8318

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Rich H
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Re: [Tale of Years] The Fellowship of the Free (Spoilers)

Post by Rich H » Mon May 15, 2017 12:32 pm

Bit burnt out from posting/writing up all these Adventure and Fellowship Phase reports... :)

I've had lots of PMs regarding the additional rules pdfs and the like that I've posted with people asking me what else I use and could I share them so I've gone through them and updated accordingly; this is also cross-posted with my old 'resources' thread.

User note: TOR works absolutely fine without any of these additional or amended rules. And all these rules are used together - using some and not others may cause significant issues. As with all amending/house rules, they are specific to my game and players so use with caution and only once you've mastered the RAW.

A Guide to Trait Usage: https://www.dropbox.com/s/b9ic0pl1t0hhw ... e.pdf?dl=0 [this one is fine to use with the RAW - it provides a bit of advice and support to LM and players alike on how to use and invoke traits]

A Guide to Dale: https://www.dropbox.com/s/nmok5kyz1qe6x ... 9.pdf?dl=0 [this guide contains additional information for Dale and is complementary to the Erebor supplement. You really need that book to get full use out of this one. This is an updated version from the original one I worked on many moons ago and is more of an expansion to C7's official material than a replacement. Any contradictory information in it is specific to my campaign so can be ignored]

Maps of the Dalelands: https://www.dropbox.com/s/gaucs0su1ihhl ... s.jpg?dl=0 and https://www.dropbox.com/s/5afs0mcmujk8n ... s.jpg?dl=0 [support material for the above guide]

As we're linking to maps at the moment, here a nice Moria one: https://www.dropbox.com/s/45r4rvwnh29wq ... a.jpg?dl=0

To Journey's End and the Eagles' Eyrie: https://www.dropbox.com/s/p7m6dmkmkwn28 ... e.pdf?dl=0 [this adventure combines elements of published adventures (The Marsh Bell, Don't Leave the Path, etc] and references/text relating to those are referred to in red commentary. In order to use fully you'll therefore need those adventures in order to refer to the text that doesn't exist in this pdf]

Additional Character Options: https://www.dropbox.com/s/fwud028ktlqpv ... s.pdf?dl=0 [a document containing some additional rules/options I use in my campaign to give the players more things to spend their XP on and to give a little more variation to characters. Some Rewards/Boons/Virtues for cultures are referenced in this document and they can be found in the next document link]

Heroic Cultures of Wilderland: https://www.dropbox.com/s/kw8u5zn4lewmi ... d.pdf?dl=0 [a document containing the additional Boons and houseruled Virtues and Rewards (where applicable) for each culture. There's also the Leofrings culture (by 'Halbarad' included aswell as a Dorwinion one. The Adventurer's Companion is required to use this document as it refers to some cultures within it. I've not done a document for cultures outside Wilderland yet as they aren't relevant to my campaign]

Additional Rules: https://www.dropbox.com/s/n6doog3n4q4ko ... s.pdf?dl=0 [this document contains supplementary rules for the Loremaster that I use in my game. Rules for combat, journeys and encounters can be found in further PDFs]

Combat Options: https://www.dropbox.com/s/vw98igel5ovuy ... s.pdf?dl=0 [document containing the extra rules I use for combat. Note that I don't use all the combat tasks present in the Adventurer's Companion, just some of them, so not sure how these would interact with those. Also, I use *all* of these rules; leaving some out may imbalance other options]

Journeys (edit): https://www.dropbox.com/s/fz6hxk0za0je6 ... 9.pdf?dl=0 [my house ruled Journey rules. This document is heavily edited, just containing the hard rules and not much additional text (unless it relates to sections of mechanics found outside of the RAW. To get full benefit of these rules you'll need to pick up Adventures in Middle-earth as these are a bit of a hybrid of the TOR rules, AiMe and other ideas]

Encounters (edit): https://www.dropbox.com/s/3gar87joopdt0 ... 9.pdf?dl=0 [same thing goes for this document as for the 'Journeys' one. You definitely need the AiMe rules as this won't make a lot of sense if you don't have a copy]

Herbs and Healing: https://www.dropbox.com/s/oky0ym02jsxyf ... g.pdf?dl=0 [a combination of rules for herbs and healing that I've compiled from various sources]

Probably worth mentioning here that I also use zed's The Ways of Magic rules and James Brown's Mythic Battles rules. Both fantastic additions to the game and highly recommended!

Hobbit Cricket: https://www.dropbox.com/s/9o4d5ju2xvn99 ... t.pdf?dl=0 [created as a bit of fun but they do actually work and make for a fun subgame - assuming your LM and players understand cricket!]

Player Aids Pack: https://www.dropbox.com/s/tzv37uvl7zafj ... s.zip?dl=0 [these are a collection of player aids for the game (things like scratch sheets, combat cards, etc). I've done RAW versions where applicable as well as once to use with my above rules]

Game Aids Pack: https://www.dropbox.com/s/63d3cf4o4qva8 ... s.zip?dl=0 [like the player aids zip file above, these are more LM focussed and contain both RAW and my own versions where applicable]

Template and Graphic Pack: https://www.dropbox.com/s/t28g5pz0vrt2d ... k.zip?dl=0 [useful set of files if you want to create documents/pdfs like mine above - so a collection of templates, etc]

Think that's about all I can share/have to hand.

Would appreciate it if we leave any questions about the above docs outside of this thread (PMs will do or use my resources thread viewtopic.php?f=7&t=62 to query stuff) as I want to keep this relating to my campaign and the posts I make regarding it. Thanks!
Last edited by Rich H on Mon May 15, 2017 3:08 pm, edited 1 time in total.
TOR resources thread: viewtopic.php?f=7&t=62
TOR miniatures thread: viewtopic.php?t=885

Fellowship of the Free Tale of Years: viewtopic.php?f=7&t=8318

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Rich H
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Re: [Tale of Years] The Fellowship of the Free (Spoilers)

Post by Rich H » Mon May 15, 2017 1:22 pm

Will be away for a couple of weeks now so will pick up the adventure again when I get back in front of my PC.
TOR resources thread: viewtopic.php?f=7&t=62
TOR miniatures thread: viewtopic.php?t=885

Fellowship of the Free Tale of Years: viewtopic.php?f=7&t=8318

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Re: [Tale of Years] The Fellowship of the Free (Spoilers)

Post by Rich H » Fri May 19, 2017 12:16 pm

While away I've been goofing around with some Spectrum (you know, the classic 8-bit home computer from the 80s) utilities and produced the following "Speccy Art" versions of the PCs. Thought I'd share as a bit of "Friday Fun". :D

Image

Image

Image

Image

Image

Lets go retro!
TOR resources thread: viewtopic.php?f=7&t=62
TOR miniatures thread: viewtopic.php?t=885

Fellowship of the Free Tale of Years: viewtopic.php?f=7&t=8318

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Re: [Tale of Years] The Fellowship of the Free (Spoilers)

Post by Otaku-sempai » Fri May 19, 2017 2:03 pm

Funky! I'm flashing back to my old Amiga.
Last edited by Otaku-sempai on Mon May 22, 2017 3:35 am, edited 1 time in total.
"Far, far below the deepest delvings of the Dwarves, the world is gnawed by nameless things. Even Sauron knows them not. They are older than he."

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Re: [Tale of Years] The Fellowship of the Free (Spoilers)

Post by Rich H » Mon May 22, 2017 2:39 am

Adventuring Phase: The Journey North
Early Spring 2950
Travelling north the company pass the haunted wood of Lorien and the ruined gardens, now known as the Brown Lands; a desolate, wind-torn and broken place; at one point passing among what appears to be a Stone Garden where grief and sorrow weigh heavy; a land of scorched earth peppered with odd-shaped stones. Some flat, others curved and pitted, the rocks appear as if they were the petrified remains of a once-verdant garden.

In the southern Vales of the Anduin they happen across a scene of horror. A number of travellers and their colourful caravans have been broken and torn asunder. Known as the Erringmen, a nomadic people who call the Vales their home, their campsite is a scene of devastation for the broken bodies of men and tragically women and children litter the area – limbs torn from their bodies and many without their heads; perhaps eaten by whatever attacked them. The companions conclude this must be the work of the creature named Mansbane but they cannot find any footprints or tracks to mark its passing. It is here that they also meet Ash, leading a contingent of men (and one Half-orc; Slinker) from the Toft. They journeyed here to trade with the Erringmen and knew them well.

Agreeing a truce the companions and the outlaws prepare a pyre for the fallen and leave each other in peace afterwards.

After many weeks of travel, the fellowship return to Rhosgobel where they are greeted by an old companion; Gilbrannon the Wood-elf. After warm greetings, he explains why he was unable to meet them so many seasons ago, for he has been a prisoner of she who calls herself the ‘Sorceress of Mirkwood’. No doubt ancient, although her appearance would suggest otherwise, she is learned in the mystic arts and her abode lies in eastern Mirkwood, within the tower that is known to the elves as Minas Raug, “Demon’s Tower”. It was only through the valour and bravery of his kin that he was rescued. He will speak no more of what he witnessed there, but the lady of the tower is perilous indeed and should be avoided by all.

LM Notes
This was quite an eventful journey so I played it out as an adventure in itself:

Firstly, Ash made a return and showed his charming side again; his appearance also allowed me to hint at him being more than a mere brigand as one of his men referred to him as 'lord' when he told them to help the player characters with burying the dead of the Erringmen. This was purely a slip by the outlaw but insightful players (and characters!) picked up on this.

Secondly, beyond just rumours it also allowed me to introduce the destruction of Mansbane. I'd referred to the creature previously as news that reached Rhosgobel but this was the first time the player characters had encountered tangible evidence of the creature and its wanton destructive power. Seemingly unrelated, at least at the point in time, earlier references to the Brown Lands and the ruined gardens they passed through allowed me to introduce the legends of the Entwives, without actually naming them.

Finally, I brought back Gilbrannon as a Loremaster character and also his disappearance allowed me to bring the Sorceress of Mirkwood into the campaign - another bit of foreshadowing for an upcoming adventure.


Fellowship Phase: The Elven Hunt
Late Summer 2950
Gilbrannon also informs his friends that he has been sent with an invitation; for his companions to attend a great hunt. For many years, King Thranduil has hunted the fabled white deer of Mirkwood, a race of enchanted beasts known to roam all the forest. They are rarely seen, and some consider their appearance to foreshadow portentous events. Recently, hunters have spotted the creatures in Northern Mirkwood, and the Elvenking has called for a royal hunt. During this hunt, the companions encounter a Black Stag, but witnessing its nobility decide not to shoot it, instead saying nothing of their encounter to the elves hunting in Mirkwood. After the hunt has concluded in failure, Gilbrannon leads the companions through the forest to a clearing. Here they are introduced again, to the Lady Irimë; for she has a request to make of the Fellowship.

LM Notes
A short phase, without any undertakings, I used the hunt element within DoM to make it a little more interesting (but without all the stuff to do with the bow and Dwarves) and to provide a bit of narrative to the Fellowship Phase. Along with Gilbrannon's return, this didn't appear too forced and fed in naturally to the meeting with Irimë; foreshadowed a number of years ago within the campaign.

Next: Those Who Tarry No Longer...
TOR resources thread: viewtopic.php?f=7&t=62
TOR miniatures thread: viewtopic.php?t=885

Fellowship of the Free Tale of Years: viewtopic.php?f=7&t=8318

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Re: [Tale of Years] The Fellowship of the Free (Spoilers)

Post by Rich H » Thu May 25, 2017 11:37 am

Note: I've lifted a little of the text from the adventure to use in the following so spoilers certainly apply to this post.

Adventuring Phase: Those Who Tarry No Longer
Autumn 2950
The company are taken to meet the Lady Irimë and Prince Legolas. Although the Prince of Mirkwood feels ill at ease as to the way the discussion is progressing he acquiesces to Irimë’s desire for the companions to escort her to the High Pass where she is to meet with Elves from Rivendell; eventually to journey further west and take a ship to the Undying Lands.

Rising the next day, only the company and the Lady Irimë remain in the glade where they slept. Rising early but completely refreshed, the fellowship set out upon their journey, Irimë leading them through Mirkwood by paths unknown to. Leaving Mirkwood, Irimë speaks of many memories as they make their way across the Anduin Vales.

Looking back at Mirkwood, she speaks of Eryn Galen, the Green Wood, for so the Elves used to call it before the Shadow came to Dol Guldur. The Wise may have driven the Necromancer from his fastness in Southern Mirkwood, but evil still lingers in its depths.

Near the river, she describes how the Anduin flows south past the Golden Wood of Laurelindórenan. There is a strange note in her voice when she speaks, and cautions the company against travelling there, lest they fall into the enchantment of the Lady of the Forest. East of Laurelindórenan, she says, the river once watered the Garden Lands, where the Enyd Bess dwelled until the Enemy hunted them all down. The burning of their gardens was one of the worst wounds the Enemy ever inflicted upon Middle-earth. All that is beautiful fades or is destroyed.

At the Old Ford, she describes how a great bridge built by the Dwarves once spanned the river, and how it was made even greater by the men of lost Arnor. Great armies rode across that bridge, and she remembers the ice-spear of her kinsman Gil-Galad glittering in the sunlight. She claims to have known men like Beorn in the Second Age. They were dear to Oromë, she says, he who the Northmen call Béma, and learned secrets from his servants.

At night, she sings of Beleriand, which is drowned beneath the ocean, and the days of heroes. Leaving the Old Ford long behind them, it is one late afternoon when a sparrow alights upon Irimë and she tells the companions that it has told her they are being hunted by Wargs and their leader…

With the day waning, Grimbold leads the company to a defensible hill; used by Beorning patrols as a campsite and place to stay of a night. It is the best chance they have of facing the pursuing pack. Soon after, the wolves attack. They are led by a huge Red Warg, Caran Gaur. Irimë sings aloud and a light shines brightly from her outstretched hands and a ring of power. Bathed in the light, the companions find courage and strength; Grimbold standing against the Red Warg and his mate, a white-furred beast from the far north. The battle is desperate and Grimbold nearly succumbs to the savage attacks of the two Wargs but Iwgar strikes the great red wolf with a deadly blow. While the other companions fight on against the onslaught of warg and wolf they are each plucked from the craggy hillside by a great eagle and lifted away to safety.

Flying high into the Misty Mountains the eagles leave them upon a perilous height, exhausted from their battle with the wargs they rest and sleep deeply and in the morning they are greeted by the Lord of the Eagles and his honour guard. Exchanging pleasantries with the Lady Irimë, the companions inform the eagles of the death of the Red Wolf to which the Lord of the Eagles thanks them for bringing an end to such a cunning foe. Informing the eagles of their mission they agree to carry them near to their destination so that they may avoid other enemies and speed Irimë on to her meeting with Elves from Rivendell.

Arriving at the pass, Irimë informs them that the ancient standing stones and grass covered cobbles are all that is left of the old Northman settlement of Haycombe, the trader’s town leading to the Cirith Forn en Andrath. Irimë explains that this is where she is to meet the emissaries from Rivendell and the fellowship set camp among the old ruined stones.

Again, the evening draws in. Irimë does not sleep; instead, she wanders the hillside, following the unseen path of streets that were buried centuries ago. She steps lightly over snowfalls, remembering her vanished kin, and the lights and sounds of the market and the town. As the stars come out overhead, she raises her voice in a song to Elbereth Starkindler. Thogrim watches her dance and sing upon a distant hill but feels an unnatural coldness was across him; not the chill of the mountain air, but the clammy cold of sickness. A shadow slithers through the night and off in the distance, the dwarf sees Irimë glimmering softly, as if surrounded by a moonlit radiance – and then the shadow is upon her, suffocating her light. Irimë casts a single desperate glance back towards the sleeping adventurers... and then utter darkness falls upon the whole company.

The companions dream of travelling many years ago to the bustling town of Haycombe, they walk in familiar yet different bodies; for now they play the parts of folk from centuries passed: Rathar the Woodman, Olfast and Armund of Laketown, Lofar of the Grey Mountains, and Dirnan of Mirkwood.

As they walk through the open gates of the town Haleth, Armund’s young paige, swings a wooden sword and pretends to be a hero of old. The company are greeted by the sound of laughter and the bustle of a market from inside the town, and it is clear that many travellers have gathered here. Exploring the town, the dreaming companions realise that every sight and sound feels familiar to them, as though they belong to this place and time. Retiring to the Fallen Goat, an alehouse at the side of the market square, they are greeted by Aldor the inn-keeper and Geb the minstrel who accompanies Armund in a song about Fram the Dragonslayer and Scatha the Worm.

Time passes strangely within the dream but eventually cheers of excitement are heard from outside. Many of the inn’s patrons rush outside and shouts of “the Alderman is here!” drift in from the open door. Aldor informs the companions that they can best see his arrival from the first floor balcony of the inn. Here, the companions witness the Alderman’s attack – the townsfolk assailed by dead men and soldier in strange garb of red and gold. Defending the inn, the fellowship are outnumbered. Only Rathar stands free; the red garbed warriors demand his surrender but he refuses and is slain by their steel spears and curved swords.

Once the town is conquered, many women are slain at the command of the Alderman, anguished and spent the menfolk are chained and driven South to “meet their new Master…” by the Easterlings. Along the hard march, those slaves who cannot keep up are whipped; those who fall are left to die where they lie. The days pass swiftly and the companions and the menfolk of the town arrive wearied at the gates of Dol Guldur, where they are taken to the dungeons to await their fate. The company are thrown into a lightless, noisome pit, together with Aldor, Geb and Haleth; the distant sounds of machinery and screams of torture their only company beyond the fall walls of their prison.

With Aldor dying, but tended by the companions, a woodman enters the cell and offers them a choice; to perish here or serve his Master. The woodman, Annatar, leaves a plate of food and fresh water with them. The companions reject Annatar’s offer immediately and Armund and Lofar convince Geb to not succumb to the insidious offer. Returning, they all reject Annatar whose rage grows and they feel a great shadow cover their hearts, which lingers long after the Woodman leaves.

Olfast the Woodmen is dragged from the dungeon by a group of orcs “for sport”. He is pushed along winding tunnels and down many staircases, all the while being tormented and bullied by the orcs for, they state, a deadly fate awaits him. Olfast/Iwgar is thrown into high-walled pit through a sturdy and bolted door, orcs and goblins surrounding it; smashing swords against shields and banging iron helmets on the walls, they scream with glee.

Above the portcullis stand a woman dressed in deep colours - purples, reds and black; her long raven hair tied tight in braids that stretch from her temple, over her shoulders, and to the small of her back. Next to her, bound, is an elf woman who looks familiar; but Olfast/Iwgar cannot place her.

The woman and the elf both sing but in different languages; one harsh and guttural, the other is the Sindarin tongue. One speaks then the other responds. The elf cries as she sings, sobbing between words, as a dark shape moves behind the portcullis. The portcullis rises and a creature bound in barbed chains enters the pit; orcs behind it threaten it with burning torches - a gnarled, thin, tall long-fingered creature, covered in broken hard brown skin. Hair more like lichen or moss and dark eyes full of pain and fear. As the creature shuffles into the pit, threatened by burning brands the elf woman sings in common:

When stride is long, and breath is deep, and keen the mountain air,
Come back to me! Come back to me, and say my land is fair!


Her voice is loud and clear and full of melancholy but it awakens something deep and good within Olfast/Iwgar. For her bravery, she is brutally beaten and dragged away, the Sorceress left to finish the dirge and Olfast is commanded to attack the creature, "... or your friends back in their prison will die".

Above the pit, the orcs and goblins scream in excitement "MANSBANE! MANSBANE!" The creature is tormented by the song being sung. It thrashes and screams, looking up pitifully at the woman. Poked with burning torches it lurches towards Olfast/Iwgar, the crescendo of noise more like a thunderous storm, drowning out the words of the song but for a moment, but then the light of the fires dim and the woman's voice carries in the air, above the sound of steel on stone; the language dark and foreboding; the creature lost to its hatred and torment.

Broken but still alive, the orcs return the fallen Olfast/Iwgar to the prison, saying they will return for the boy tomorrow. Passing in and out of consciousness, Olfast murmurs broken words from the song as Gilbrannon comforts him. Meanwhile, Armund/Grimbold and Lofar/Thogrim, try to calm and support Haleth; preparing the boy for the horrors ahead.

The next day the orcs return and ignoring the protests of the companions take the young lad away later returning his broken and lifeless body to the dungeon cell. As they leave, the cell is filled with an eerie presence. An unearthly greenish light fills the chamber, and the companions see a thing of shadow looming over them. The spirit is vaguely man-shaped, like a shadow cast on a wall, but its outline shifts and warps as it moves. The spirit speaks through the dead body of Haleth. The boy’s broken, bloodied lips and smashed jaw move, and a sepulchral voice echoes from his dead mouth, addressing the adventurers. The companions deny the demands of the spirit to betray Irimë who hiss and dooms them to share her fate and despair! The companions find themselves back in the waking world. They see Irimë standing before the rising sun. A shadowy horror hangs in the air, lashing her with fingers of darkness, but she is unafraid. She lifts her hand, and it is as though the dawn shines through her fingers. The spirit wails and vanishes as the morning breaks over the High Pass.

At the breaking of dawn, a company of travellers approach from the west, led by two Elf-Lords who are alike in appearance and garb, dark-haired, grey-eyed, elven-fair, clad in bright mail beneath cloaks of silver-grey. These are Elladan and Elrohir, the sons of Elrond. The elf maiden informs Elladan and Elrohir of the bravery of the companions and that she chose them well. She bestows on them gifts; a cloak which hides its wearer from sight for Brand, a dagger that glows when orcs are abroad for Grimbold, vambraces wrought in ancient times for Thogrim, and a flute which soothes those who listen for Iwgar. Finally, she names Grimbold “elf-friend” and states that the light in the old Beorning’s eyes and the ring in his voice will tell all of this; benevolent birds and beasts will recognise him as a friend of the fairest of all folk and a staunch enemy of the Shadow.

It is here, also, that Gilbrannon bids farewell. His encounter with the Sorceress of Mirkwood has taken more from him than he cared to admit and he looks to the Last Homely House for comfort and reflection; “Farewell my friends! But do not despair; we may yet meet again if your journeys bring you west of these mountains for you may find me in Imladris. Farewell!”

LM Notes
Phew, bit of an epic post that, apologies, I couldn't think of a way to break it up and so much happened in this adventure; the culmination of lots of foreshadowing and a couple of plotlines.

As you can see, I heavily altered the published adventure, including the Red Wolf and his wargs as the antagonist in the battle rather than the orcs from the published adventure. In addition this dream/flashback allowed me to (a) introduce the Sorceress of Mirkwood, although not named directly, and (b) bring in some background for Mansbane...

The Sorceress is really underused in DoM and I wanted to bring her into the story more, so I used the absent player/Gilbrannon in an 'off-screen' encounter with her as referred to in a previous adventure but then also thought the introduction of her here in the dream was perfect - binding her to the origin of the creature Mansbane as well as a certain Elf who they have met in passing in an earlier adventure; will make reference to that in a later post though!

Mansbane is something I've taken from the official material but felt that the usual idea of it being some kind of Troll was a bit of a missed opportunity. I've discussed what it could be with others here on another thread (ref: viewtopic.php?f=7&t=7169) and have gradually built up references to the creature and its origin (remember the ruined gardens in the Brown Lands from an earlier adventure) to place some seeds in the minds of the players. I also wanted to show how the creature has been corrupted by Sauron and his agents, to give the player-heroes some interesting decisions to make in the future with regards to the creature and how to deal with it.

I couldn't be happier with how this adventure went; it was epic and the key elements I introduced really elevated it from an often criticised (unfairly, perhaps) published adventure into the highlight of the campaign so far, personalising the events in a way that can often be hard to do with pre-published material. Sure, it took some work to accomodate my ideas but the results were worth it.

So, I'm going to pause here and give my typing fingers a rest! Does anyone have any questions/comments on this adventure or the campaign so far that I can answer?
TOR resources thread: viewtopic.php?f=7&t=62
TOR miniatures thread: viewtopic.php?t=885

Fellowship of the Free Tale of Years: viewtopic.php?f=7&t=8318

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Indur Dawndeath
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Re: [Tale of Years] The Fellowship of the Free (Spoilers)

Post by Indur Dawndeath » Fri May 26, 2017 1:04 pm

Great idea about Mansbane!
One game to rule them all: TOR

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