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Post by mahrundl on Nov 21, 2010 15:10:39 GMT -5
Sounds good, feldrik. Keep us posted!
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Post by feldrik on Jan 9, 2011 10:41:21 GMT -5
March 2941:The Battle for Erebor
No deliveries or travelers have come to Dale or Lonely Mountain for a month. No supplies have been delivered, no news has come and Thog is out of muffins. The Thog, a mighty fighter, Garrit the Sorcerer and the dwarf Tathy Goldstien are summoned to the Dwarf’s Great Hall where they meet with Governor Dian, King Bard and Gandalf the Grey. Gandalf has learned that the Goblins of Dol Guldur (the Necromancer’s tower) have gone on the march. They are coming to Lonely Mountain, having learned that it is poorly defended. The temptation of battle and man-flesh has them shaking off the winter boredom early. The PCs must hasten to the Elfish kingdom in Mirkwood and petition Thranduil for military aid, Gandalf will head to Dol Guldur to see if the Necromancer’s weapons are still safely locked away because, “If the goblins have managed to break into the pits and have gotten their hands on them there will more to worry about than just Erebor!” The players agree to the challenge and head off on the path to Mirkwood Mountain, strong hold of Thranduil. They are attacked by ogres who hurl boulders at them, bashing Tathy solidly. The ogres charge but are brought up short by Garrit melting the frozen ground into mud. Slowed to a plod one ogre falls and the other struggles to within bashing distance, then Garrit freezes the mud and traps one ogre solidly and he is dispatched quickly. The other puts up a fight but being out numbered he dies quickly. The following day hungry wargs attack and harass the trio but they are not too dangerous, clever use of sorcery and steel teach them they can die. As the group nears the edge of Mirkwood a band of wild men surprise them at their camp and there is a parley. The wild men do not like dwarves because things have become far more dangerous and chaotic since their return to Lonely Mountain. They do find the three to be congenial and share their fermented mare’s milk with them. This is quite amusing since none of the characters can stomach the stuff, especially the dwarf, who ends up in a fit of retching at the vile stuff. At length the wild men decide that they will neither help nor hinder the trio or the dwarves. At the gates of the Elven stronghold they are surrounded by a band of rough trackers and questioned as to their purpose there. Only Gandalf’s sigil ring buys them passage into the presence of Thranduil. As it turns out the Elf King was one of the party that ambushed them. Some debate is had about how many more lives are to be spent to protect the men and dwarves but it is decided that they will help. They request that the trio recon the goblin forces to get a closer accounting of them. Gandalf is prone to exaggerate to get his way and the elves are well aware of his methods. Time is short so sorcery is called for. Garrit fashions a bowl to communicate over distance the number of goblins expected. A bowl of water with 5 wooden splinters floating in it. Through this he will cause the splinters to align, one for each 100 goblins. To hasten their travel he sets out to enhance their brawn and boost their speed and strength and with his utterance “Endurance of the Horse”. Thog is first and the spell botches completely. Thog is transformed into a horse of heroic proportions. Garrit is now drained of manna for the day so they set out on Thog the Horse to intercept and determine their true threat. They press hard across the cold wet terrain and arrive at a point where they can estimate about 200 goblins of various troop types are on the move, disturbing since there are only about 80 dwarves and as many battle ready men at Erebor. At this point a gang of scouts peppers them with arrows and the battle is on. The sorcerer uses magic to confound and confuse the scouts while the wildly charging Thog and axe wielding Tathy battle them on foot. (The players tend to forget that when I say ‘goblin’ I mean a dangerous humanoid with thick hide, keen weapons, cruel cunning and deadly skill. They forget that they can’t shake a stick at them and they die). The battle is takes too long and gets the attention of a troop of archers anxious for some action. Realizing that they are about to fail they turn and flee, taking a few arrows before they are clear of trouble. After a day of hard riding the trio returns to Lonely Mountain and reports on their findings. Troops are sent out, most of the remaining dwarves, 100 elves and all the men of Dale that can be mustered. A bloody battle ensues with the goblins beginning to gain the upper hand. Archers take their toll on both sides as infantry clash. The goblins have warg riders which begin to take a heavy toll since there is no cavalry to counter them. Garrit dons a lance and shied, he and Tathy charge into the fray astride the mighty Thog, scattering the wargs. They set their sights on the goblin command. Flanked by infantry…Tathy leaps from Thog to intercept them (that is how he remembers it, none recall the dwarven battle cry “oops” so that part of the story is glossed over). Tathy cleaves into the goblins but they have him out numbered and he falls. Garrit and Thog obliterate the commander’s guards but he is made of tougher stuff and turns to take a second charge. As they turn about they see a tall figure in the midst of the battle wielding a strange weapon that begins to send sheets of water crashing down on the goblins flank, disrupting and scattering them. The men, elves and dwarves see their chance for it is Gandalf with a mighty weapon. The goblins turn to retreat but see that their commander is no longer in a condition to lead, having his head stuck on a lance carried by Garrit astride the unfortunate but still mighty Thog. The goblins route and scatter. The bloody and icy battle field is a grim sight as the wounded are tended. Garrit makes to use the Blood Spoon in an attempt to revive the fallen Tathy but Gandalf intervienes. “You should not be using that thing! Give it to me and I will lock it away in the pits of Dol Guldur with the rest of the Necromancer’s weapons!” Oddly Garrit complies, relunctantly, and Gandalf revives the unfortunate Tathy.
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Post by feldrik on Jan 9, 2011 10:42:00 GMT -5
Epilog: April 2941, the Return of the Mountain King Spring is returning and the melting snow is washing the filth of Smauge out of long lake, though it will still be a long time before fish are abundant again the water may be drinkable and the surrounding land will be able to sustain crops. The men of Dale do eye Thog with a hungry eye because meat is still scarce. Thorin III and a legion of dwarves arrive, leading a caravan of those families that took refuge in the Iron Hills that wish to reclaim their ancestral homes in Erebor. The PCs are thanked, feasted (Thog receives the best of grains available and the sympathy of those that understand his plight) thanked, and celebrated. Thorin III indicates that, while the friendly ties between men, elves and dwarves are now sealed they dwarves must work to reclaim Erebor on their own so “it is truly ours once again…” The PCs are always welcome and may visit and stay with the dwarves and men at will and the elves will allow them safe passage through Mirkwood. All of this is well and good but Thog is not happy at being a horse. In a conversation with Gandalf (who understands the speech of horses) they are sent to Sauruman, who may have the power to return Thog to his original species.
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Post by feldrik on Jan 9, 2011 10:50:56 GMT -5
Over all we had a lot of fun with this story arc. Everyone got into characterization and, even though they are not very familiar with the Hobbit (maybe a benefit) they rolled with the punches and took it in stride. The details of each session are just to complex and crazy to really do justice to in writing, you all know from your own sessions that, even if you recorded these things and played them back it would just not be as fun as being there. Besides, it would take about 1000 pages and need a master author. The chance of magic failing was a new experience as was the fact that the main enemy was not simply fodder for them. A lot of tactical thinking and character development went into each session.
They did not indicate that they might take my hook and investigate the Necromancer's tower, perhaps they are first concerned with getting poor Thog back on two feet.
The plan for the Tower of Dol Guldur is to use a famous old school dungeon from another game...you can probably guess which one.
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Post by mahrundl on Jan 9, 2011 14:20:58 GMT -5
Lovely stuff, feldrik! Have an Exalt!
I can just see Garrit going pale as his spell backfires, then recovering and saying, "Well, there you are. He has the endurance of a horse now. Off you go, then!" ;D
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Post by feldrik on Jan 9, 2011 17:12:45 GMT -5
Thanks mahrundi...
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Post by feldrik on Feb 20, 2011 8:19:39 GMT -5
Epilog: April 2941, the Return of the Mountain King Spring is returning and the melting snow is washing the filth of Smauge out of long lake, though it will still be a long time before fish are abundant again the water may be drinkable and the surrounding land will be able to sustain crops. The men of Dale do eye Thog with a hungry eye because meat is still scarce. Thorin III and a legion of dwarfs arrive, leading a caravan of those families that took refuge in the Iron Hills that wish to reclaim their ancestral homes in Erebor. The PCs are thanked, feasted (Thog receives the best of grains available and the sympathy of those that understand his plight) thanked, and celebrated. Thorin III indicates that, while the friendly ties between men, elves and dwarfs are now sealed the dwarfs must work to reclaim Erebor on their own so “it is truly ours once again…” The PCs are always welcome and may visit and stay with the dwarfs and men at will and the elves will allow them safe passage through Mirkwood. All of this is well and good but Thog is not happy at being a horse. In a conversation with Gandalf (who understands the speech of horses) they are sent to Saruman, who may have the power to return Thog to his original species.
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Post by feldrik on Feb 20, 2011 8:22:43 GMT -5
Gandalf has been in communion with Saruman and has learned that transformations are really the under the jurisdiction of Radagast the Brown, who can be found cleaning up after the Necromancer in south Mirkwood. A messenger will be sent so Radagast will be on the look out for them. Giant eagles take an interest in the fine horse that is Thog but the party does not agree to trade him. Radagast can (and does) change Thog back but it is only temporary. To affect a permanent recovery they must find something to wish on. By coincidence perhaps, or more likely design, a star is going to fall in the Emin Miuel. This is an unusual occurrence since that star was not expected to fall for some years. The Trio sets out to capture it, forewarned that there are others seeking its power as well. The first they meet is Mugwart and his goblin troop near Dol Guldur in southern Mirkwood. No conversation is had, the party is ambushed, a pitched battle ensues and, after a close fight, Mugwart and his gang are defeated. In the Emin Miuel they come to the camp of Easterlings. The fine trappings and ten guards indicate some person of importance is here. Rather than attempt an assault they approach to parley. The camp is commanded by a sorceress named Ashati. She makes it clear that she wants the star as well and means to have it. Rather than argue a truce is established. She claims that she can permanently restore Thog once she gains the power of the star. The problem is another rival is on the way. The PCs set out to cause a distraction in the hopes that Ashati will send aid once the confrontation begins. The third rival is revealed to be Sylmbal, restored by the blood spoon and commanding undead troops in the name of the Necromancer. A sorcerous battle ensues, dark and light energy hurl across the landscape, undead soldiers attack Tathy and Thog and both sides are seriously hurt. A blast of positive energy from Garrit blasts Sylmbal’s undeath out of him as he hurls a fan of flame across the battle field. As the trio recovers a guard from Ashati comes to escort them to the crater left by the fallen star. The star is gone and there is no trace of it. Ashati insists that it has run off. Garrit communes with the plants in the area and learns that something did pass over the area headed towards Isengard. No vision can actually see where the star is because its power is hiding it from such scrying. Ashati agrees that the PCs should speed ahead to reclaim the star but to insure their cooperation she places a command in Thog’s mind to bring the star to her and no one else.
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machfront
11th level Troll
 
Stalwart of the Trollbridge
"Let's go dark!"
Posts: 2,147
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Post by machfront on Feb 20, 2011 8:27:23 GMT -5
I'm glad to see this is still on-going. I'm enjoying the heck outta this.  So, you're mentioned you're using Burke's Delvers of the Unknown, but you also stated that there was some fair amount of house-ruling/tweaking you did to it. I'd like to know more about that if you've the time and inclination.
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Post by feldrik on Feb 20, 2011 16:15:01 GMT -5
The system has gone beyond tweak to become its own game. Boiled down it is T&T with 2 dice combat, free form magic and small step stat increases. If folks send me a PM me an e-mail address and I will send the word doc of the Resurrection edition. I doubt anyone here will go all '"that guy"' on me and start to sell the thing.
I think the Middle Earth setting is working because it is in the time frame between the Hobbit and LotR and no one is really fan boyish about the setting. We can use character and place names and have a good feel for it but not worry that we 'did it wrong'.
I should mention that Ashati is envisioned as quite the hottie, the sorceress from the Scorpion King only bad. And she is really pissed that she missed getting the star, her desire for endless beauty and super power make her quite unbalanced. It will be interesting when they realize that they need to go through Fangorn to get to Isengard...
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Post by mahrundl on Feb 21, 2011 7:03:24 GMT -5
I'm glad to see this is still on-going. I'm enjoying the heck outta this.  What Mach said. This is great stuff, feldrik! I believe that you are well overdue for an Exalt!
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Post by ProfGremlin on Feb 21, 2011 11:51:16 GMT -5
Feldrik, this sounds like you have a wonderfully involved game going on. I'm curious, do you take notes while playing or do you write things up afterward? I only ask as I ended up as the Records Keeper for the group I used to play in. I took session notes on an old laptop as we played just so I could go back and refresh my memory before the next session. Since we started out playing monthly and then moved to bi-weekly I found that it helped to remember the details. As for poor Thog, what are the chances of him ending up as a centaur or an equine shapeshifter? The latter could be fun. Maybe introduce Beorn to the party? He dwells between the Misty Mountains and Mirkwood and was involved with Bilbo's party in the Hobbit. Perhaps he has a potion or some such that could aid Thog in controlling his shifting? Just a thought, really. I enjoy unexpected situations like this as they really influence the evolution and growth of a character. However you develop the game, I'm interested in reading your session notes. You've got some great ideas here. These are the games that inspire fun memories.
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Post by feldrik on Feb 21, 2011 17:03:32 GMT -5
Prof, I don't take many notes during the game. After the session everyone heads home (it is usually 1am or something). I sit down right before I crash and spew the stuff I remember into a word doc.
I clean it up the next morning and hope I have not forgotten things.
Things that help are the rules light system, we never bog down because I can wing it better than other games allow. The other is that I have a habit of jotting down adventure ideas when they hit me. I will come home from work with a note sheet full of random thoughts and then put them in a note book. If the players move in a new direction I can adapt quickly. To be fair there are some moments that lag while I try to get my head together but they are few and easily forgiven because on player also GMs. My largest asset is the players, they really enjoy role playing and don't try to break the game to show how smart they think they are. Even when playing the 'other' game they may have the capability to be rules lawyers but they don't abuse things in that way.
There was speculation about Thog being a Centaur or even an equine skin changer. The star is pretty powerful so what ever he wants will likely work out...if they can get it and use it. They understand that my NPCs want to succeed as much as they do
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Post by feldrik on Aug 19, 2011 20:28:15 GMT -5
I feel sad that we have not had 2 minutes to do any gaming, the gang is feeling the itch again. As fall approaches I hope to return to Middle Earth and hope to resolve poor Thoog's dilemma and enter a new story arc.
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Deleted
Deleted Member
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Post by Deleted on Oct 3, 2011 8:39:20 GMT -5
I realise that this all took place over a year ago (I am a new member of Trollbridge, being a very recent returner to T&T/FRPGs); but I loved reading about the Lonely Mountain adventures - fantastic !! Thanks for posting this
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