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Post by feldrik on Aug 8, 2010 23:59:20 GMT -5
Through some nefarious deed the chronicle of the heroes that reclaimed Lonely Mountain has been removed, even the wisest professor could not recover it. I even feared that my coveted files had been destroyed! (my computer crashed big time). But the evil forces that would blot out this very important part of Middle Earth's history are no match for the heroic abilities of the delver's whom they seek to erase. (Two of my players are computer educated and make a living rescuing crashed computers.)
Here I give you the true history of the adventures under Lonely Mountain....
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Post by feldrik on Aug 9, 2010 0:10:29 GMT -5
We are using a version of Burke's Delvers of the Unknown. It has been modified into something totally different however. I eliminated the kindred from the base game and instead have the Sorcerer (magic use using manna) the Fighter (brawny and with a damage reduction equal to their level) and the Delver (a jack of all trades that relies on Bravado and the skill system I introduced. The skills are broad descriptors that let the player roll 3 dice and take the most advantageous 2. Doubles Add and Roll Again (DARO).
Elf and Dwarf are available as player options but no one has chosen them yet. They are played as a type of their own much like the very original D&D.
The magic system has worked well and the skills are close to an instant win button but since only Delvers start with them and new ones are only gained every 3 levels (by all character types) it does not seem to over run the game.
I need to adjust the combat from the monsters perspective. Mainly in the area of group attacks, rather than all of them rolling DARO dice to hit only one will and the rest will provide a bonus to the roll, probably equal to their adds. My players favor a roll to hit then roll to attack combat, the verdict is still out on the group adding their rolls and comparing it to the bad guys. Our combats tend to be chaotic with individuals embracing the wild attempts possible with Saving Throws rather than straight up combat rolls.
So thanks Burke, you sent us on an exciting ride. I now call the rule set Dark Dungeons: Resurrection Edition.
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Post by feldrik on Aug 9, 2010 0:11:04 GMT -5
News travels fast and the tale of the death of the dragon Smaug; which had held sway over Lonely Mountain and the surrounding country of Dale was greeted with joy, dread, suffering and hope. Conflicting tales of bold Dwarves led by a mad Hobbit seemed too fantastic to be true, but also could not be ignored. The reality of the Battle of Five Armies was evident all around the valley. The hacked and savaged bodies Dwarves, Men, Elves, Goblins and even the great Eagles were found strewn about. The Town of Long Lake was no more and with winter closing in the Men are desperate to build shelter and acquire provisions. The Elves were generous and supplied some of what was needed against the time when the Men could properly pay them, for Elves and Men have cordial relations in these parts. The Dwarves, while not of a charitable nature, were inclined to relax their rules concerning dealings with non-Dwarves. That is to say, they waived their usual ‘value added tax’ on goods sold to foreigners and allowed themselves to be negotiated down in price on many occasions. The Dwarves were in need as well because only one hundred of the Iron Hills army had stayed behind under command of Drol Diamondeye to secure the mountain until a proper force could be sent in the spring. Reclaiming the mountain is their priority but it is difficult with out proper information. It is unfortunate that the only existing map has vanished with the Hobbit and the Wandering Wizard. Any other information about the layout of Lonely Mountain died with Thorin Oakenshield. In addition to this it has become apparent that there are some things that did not fear to dwell in the mountain under Smaug and they are even more unpleasant than the Goblins. In the valley there are other problems afoot. The old ruins of Dale can serve as a start for sheltering the remaining population but a gang of Trolls has set up camp there and with man power being in short supply it is hard for King Bard to spare the men needed to kill or run them off. If Man, Dwarf and Elf be in short supply, gold and arms are plentiful. There are those that seek treasure so it has come to pass that the Men of Dale and the Dwarves are willing to pay for those with diverse skills to take on the tasks before them, for it is well known that such folk can succeed in small numbers where a force of arms may fail.
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Post by feldrik on Aug 9, 2010 0:13:00 GMT -5
December 2940 Counting the Horde: A trio of adventurers is hired to learn the fate of two Dwarf accountants. A door into the treasure chamber that was thought safely sealed has been opened. Into the tunnel the heroes go and discover that Goblins from the Misty Mountains have found a way in. The accountants are dead so the PCs trick the Goblins into thinking they will join in an assault on the Dwarves. The Goblin leader is captured and the adventures earn a nice reward.
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Post by feldrik on Aug 9, 2010 0:13:58 GMT -5
January 2941 Stopping the Gap: The captive Goblins have disclosed that they entered through a gap in what the Dwarves know as ‘The Trade Gate’. The adventurers agree to explore the tunnel from the treasure chamber and rid it of Goblins or, at least, act as a distraction while a unit of Dwarves attacks the Trade Gate. It is a treacherous path under the mountain but Goblins and creatures from the pit hold little concern for our heroes, until they meet the Goblin Witch. She unleashes a pack of Wargs and a Troll on them. Arrows that would have felled the Troll are negated by her magic but the Wargs are destroyed by the fighter’s incredible prowess. In a desperate attempt to thwart the witch Bil attempts to dodge and tumble by the Troll’s deadly war axe...this fails. He is hit with a mighty back hand, killing him and hurling his body into the witch! This at least stops her magic long enough for them to dispatch the Troll. The Goblin Witch attempts to flee but a well placed arrow drops her cold. There is a moment of mourning as the three survivors bury Bil under a cairn of stones and sing of his demise. (Yes the players actually sang a song, made it up on the spot…with harmony.) The remaining 3 come to the Trade Gate and see that a large body of Goblins is holding off the Dwarves so they begin to attack from the rear. Arrows fly but the Goblins soon learn that they are in trouble and arrow fire is returned. The young Sorcerer is slain. The heroes are out matched in this regard and boldly charge the Goblins, ducking arrows and giving the Goblins no chance to draw weapons. The Dwarves are loosing badly but the heroes are taking a toll on the Goblin reserves. A man from Lake Town has led the Dwarves and he orders a charge on the gate. With him is a Sorcerer that hurls a fire bolt into the Goblin front...after that it is a mop up operation leaving this part of the mountain free of Goblins...for now.
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Post by feldrik on Aug 9, 2010 0:16:13 GMT -5
February 2941 Mutton and a Side of Greens Part 1: Winter is at its worst, the supplies of Lembas from the Elves keep people alive but they do nothing to heat the makeshift hovels of the Lake Men, even the Dwarves rations are low and meat is not to be had and the fish from Long Lake are scarce, poisoned by the body of Smaug at its bottom. The Dwarves have a plan that is mad and hopeful, reclaim Durin’s Garden, a huge under mountain chamber that once was the playground of the Dwarves and supplied fruit and grain in the winter. Dwarves are not good gardeners so the old bargain was struck, Men would tend Durin’s Garden for a share of the bounty. The cavern must be reconnoitered and our two warriors Zantac and Thoog the Mighty recruit a pair of Sorcerers to enter the now wild garden. The plant life has grown wild with fire breathing snap dragons and rabid Dog Wood trees attacking at every opportunity. Hoping to gain a respite the band makes for one of the mighty stalagmites which are free from plant life. Here they find that some animal life has adapted to survive here, sheep! Grown aggressive and dangerous they tolerate no intruders on their rocky hill. It goes bad for our heroes when Zantac and one of the Sorcerers steps in a vast patch of catnip. Zantac is rendered comatose and the catnip begins to nibble away at her flesh. The Sorcerer’s intellect is sapped but he still has the amazing wherewithal to muster some magnificent magic. The Sorcerers blast the catnip (and the Ram) once they learn that the sheep will not enter the area that the stuff grows as Thoog holds them off with sheer brutality until he falls. After a long rest, the party restored (the elder Sorcerer uses his magic to mend the wounds, a fumble with a casting drains his life essence to heal another!) they risk all on a run to the cliff at the middle of the chamber. Their goal is the old keeper’s house where they hope to find something of use. The Sorcerers send out blasts of fire and literally blaze their way to the cliffs. The climb is treacherous but they make it to the top and elect to rest until all are well and truly rested. (This is a rare thing, I try to finish a complete adventure in one sitting but it was just a hard slog through and it went a long time!)
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Post by mahrundl on Aug 10, 2010 0:01:51 GMT -5
This is good stuff, feldrik! Keep posting! 
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Post by feldrik on Aug 10, 2010 3:30:51 GMT -5
I will add something after each session. It may be a couple weeks, there are some things to do in the great out doors this weekend.
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Post by feldrik on Aug 29, 2010 22:48:01 GMT -5
Mutton and a side of Greens Part 2. Bread and a Ladle of Gravy. (Being a good GM I was inspired by other modules, specifically Isle of Darksmoke). Cold mist from the mountain seeps in through the cunningly designed openings in the roof of the chamber that is Durin’s Garden. The heroes are awakened by this, the smell of smoke and…a crow. The young Sorcerer Sylmbal finds the idea of a crow as a companion enticing and casts a spell on it. If only he had waited he could have saved some manna. The crow, now in service to the Sorcerer squawks a message (this surprises the party, if only they had learned about the ancient crows and Dwarves). “Bombur says…spare the fire, spare the frost, save the seeds at any cost”. The meaning seems clear as the troop looks out on a well tended field of grain and, further in the distance, an orchard. Thinking they are clever they seek the source of the smoke, chatting, speculating and bickering. This is no way to travel in unknown territory and they are set upon by four goblins, armed and armored bearing the symbol of the Orc clan. The Sorcerers are grappled and two cross bows are aimed at the warriors. The party has no mind to fool with the goblins and attempts at Sorcery and melee ensue. It may have been better had they realized that the Orcs did not slay them when they could have and a tragedy may have been avoided. These Orc clan warriors are a tougher breed but they fall to the playful battle axe of Zantac and Thog’s hammer, but not without causing some hurt to the party. The group finds the camp fire and determine it is just the Orc camp so they head across the field of grain towards a structure on the other side of the field. This proves to be a mistake… a low and pitiful moan causes the minds of the warriors to be overwhelmed with guilt and sorrow, the transgression of their trespassing is to be punished. A ghastly Dwarfish figure begins to charge them with a shinning sickle. Zantac, unable to move in her weeping, is struck a terrific blow, seriously wounding her and shredding her armor. Garret the elder Sorcerer attempts to bluff with fire and parlay but it only causes the undead guardian of the fields to attempt to speak again, it pleads for them to leave its fields…the effect sends the fighters deeper into their sorrowful catatonia. Unable to do more against this foe they flee and reconnoiter at the camp fire. The heroes are able to learn from their mistakes and circle the field on its easement, not touching the stalks of grain, and come to a building constructed from part of the rock wall of the mountain. Here sits the gruesome and pathetic undead Dwarf, honing its blade as it has been since Smaug routed all other Dwarves from Erebor. No speech from the elder Sorcerer is acknowledged by the Keeper. He convinces the younger caster to distract the Keeper by stepping into the field. This has the desired effect but not the result hoped for. It seems that so long as the Keeper has a trespasser in his vision he will pursue it until it is dead…this happens swiftly for the young Sylmbal. His passing is mourned later. (The player is 11 years old and quite clever; he just has some bad die rolls and is still learning to think subtly). Enter Thog. He and Zantac stayed well away from the Keeper and plugged their ears, Zantac still fell victim to the wails of the undead thing but Thog, enraged by the slaying of his companion launches an attack. Garret lobs a flaming cinder into the field to distract the Keeper and Thog smashes the Keeper’s weapon with his mighty hammer. He grapples the dead thing and, with a bit of Sorcerous aid from Garret holds it fast. Zantac, now recovered destroys the thing with a mighty blow. (She is the strongest fighter in the party, her minimum attack and damage is higher than Thog’s maximum). The stone door of the building has no apparent lock but there is a strange symbol of different types of stone and gemstones on the door. (I should mention that the crow made a couple other appearances at the behest of the Dwarves and I always tried to have him talk in rhyme. This led to everyone trying to out rhyme the crow when they talked to it...very funny stuff ensued.) An equilateral triangle of green stone, inside of it, a circle of brown stone. At the apex of the triangle is an Amethyst (violet), the base is defined by a Hematite (black) on the left and a Garnet (yellow) on the right. Where the brown circle touches the triangle is a green, red, and blue stone. Close examination reveals that the outlines of the shapes are slots. They correctly surmise that these are for keys and find four keys amongst the remains of the Keeper. Three are flat, one is gold, and one tarnished black and the other green with verdigris. A cylindrical key, covered in rust is found as well. They also find a small stone tablet that bears the following… Au=H-G=1/2 l Cu=H-A=1/2 r Ag=G-A=1/2 l Fe=a-b-c=2xr (Keep in mind that I did not tell them what types of stones were in the wall, only the colors. This was the most enjoyable part of the session. The recognized the elements immediately. At first they took it for an algebraic equation, and then it became clear that the letters referred to the stones. Everyone contributed to the solving of the Dwarfish puzzle lock and no dice were rolled.) The door is opened and reveals a row upon row of amphora that proved to contain grain, preserved and suitable for eating or planting. At this time a young Dwarf arrives by the safe pass burned through the undergrowth a few days ago to learn if the party is dead or alive. (They have been watching as best they can by telescope and deemed it safe to send a runner. This is the 11 year old's new character). Also in the room is a locked box on a desk. Some cautious manipulation opens the box. It contains a black spoon with a cat’s eye gem in the handle. They wonder at it for a time and Garret decides to use a simple ‘detect magic’ on it. (He fumbles the casting check…muwahahaha). The power the item holds is revealed to him but it also locks him into a ridged catatonia because the information is given to him in the evil language of Mordor. The sthingy is at once useful and horrible. It is the Blood Spoon. By filling it with the blood of a living creature (it holds about an eighth of a cup) and drinking it will restore health to the drinker. (1d6 + the level of a character or 10% MR); any other effects are yet to be determined. They use it to try and revive the slain Sylmbal but to no avail. The heroes, battered and weary emerge from the gardens and the Dwarves feel secure in establishing a group of Men from Dale here as farmers. (Please don’t think the Dwarves are cowardly, they are only about 80 strong at this point and they expect renewed hostilities before Thorin II arrives in the spring.) For now the people of Dale and Lonely Mountain are saved, none to soon with the last horse eaten and Elvish help stopped by the harsh northern winter.
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Post by feldrik on Sept 6, 2010 17:39:54 GMT -5
Apparently the word...um...the word for a tool to convey soup to the mouth for purposes of consumption is blocked by the naughty filter....
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Post by Aramis of Erak on Sept 6, 2010 19:10:11 GMT -5
s p o o n is blocked? Wow.
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Post by feldrik on Sept 7, 2010 2:34:19 GMT -5
Take away the 's' and what have you got?! This amuses me because it is along the lines with how our game sessions go on some occaisions.
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Post by ProfGremlin on Sept 7, 2010 8:58:16 GMT -5
It simply reminds me of the great quote from Robin Hood, Prince of Thieves
Guy of Gisborne: Why a spoon, cousin? Why not an axe? Sherriff of Nottingham: Because it's dull, you twit! It'll hurt more!
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Post by feldrik on Sept 7, 2010 15:40:51 GMT -5
They will learn some hurt...and why they fear the night...
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Post by feldrik on Nov 21, 2010 11:52:21 GMT -5
Not much happening on the Lonely Mountain front, people with finals and work and an unprecedented amount of activities out of doors for this time of year has kept the group busy but away from the gaming table.
More Middle Earth adventure is on the horizon.
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