Adventures in Middle-Earth (AiME) is an RPG set in Tolkien’s world between the events of the Hobbit and Lord of the Rings. It is based on the Dungeons & Dragons 5th edition engine, and you only need the free System Reference Document to use the AiME books.
Below you can find links to Reviews of many of the AiME books.
I’ve also played Wilderland Adventures and Eaves of Mirkwood and written my comments on how I ran the adventures and what I would change.
Cubicle 7 no longer has the rights to producing the game, so there are no more supplements coming, but the books currently available are more than enough to run multiple campaigns and to build your own.
All in all, it is a fantastic and faithful low-magic merging of the D&D 5e rules and the Tolkien-universe. There are a couple of balance issues and design issues, especially at the higher levels, but nothing a creative Loremaster can’t fix.
I’m running all seven Wilderland Adventures with my group of 7 players. You can also read reviews of other AiME products on this blog. These adventure blog-posts are one part review and one part suggestions for Loremasters on how to run or adjust the adventure, based on my experience of running it. And to provide context for those two things, I will also describe what happened during the adventure.
Our first adventure had a somewhat fragmented group. We began late December, and due to vacations, illness and work, I had 3-4 players when running the adventure, but in different constellations, so I had to do some narrative adjustments to keep it logical.
How it played out
Session 0.5:
The first four players made their characters, and we began the adventure. I followed the adventure and had them wander along Long Lake, when the young Belgo comes running, and tells them that his father is being attacked by his guards. The group rush after to help him and drive off the thugs with a well-aimed attack and a solid intimidate roll. They agree on helping him getting through Mirkwood, travel with his elven friends on rafts to the Halls of Thranduril and manage to convince the elves that they can stay and get some nice supplies, while they rest. They still feel that they are rather an unfriendly lot, those elves.
A book of 7 linked adventures for Adventures in Middle-Earth by Cubicle 7.
Session 1:
The group begins the journey through Mirkwood with the merchant Baldor and his son Brego. With two of the original four players missing, and two new players participating, and one still not able to make it, I create an encounter, where the two new characters are fighting two attercops, and the third – still unnamed character – has been poisoned and is unconscious. The two ‘old’ characters come upon the battle, while leading the small caravan, and throw themselves into the fight. During the fight, the non-present characters ‘guard’ the ponies, Baldor and Brego against other attercops. The two groups agree to travel together for safety (obviously).
For the journey we rolled Feast for Kings for Embarkation and two journey events. I decided to place the journey events in between the fixed encounters, and they arrive at the sink holes, a place touched by the shadow, before the Castle of the Spiders.
Baldor drinks from the stream, and the present characters chase after him, while the non-present two characters remain behind to guard Brego (felt fitting with the story, actually).
They follow his trail and arrive at the castle of the spiders, where they successfully rescue him, after a tense and fun battle. I had one of the absent PC’s arrive, a world weary Dunedaín, to provide bow cover-fire for their escape.
After the battle, Baldor and a dwarf player character have a great role-playing exchange on Baldor’s experience of the death of Smaug and the reclaiming of the Lonely Mountain.
I introduce the second journey event, and the group comes across Tauler, one of Shelob’s children, but they manage to avoid him without being seen, but gain a few shadow points, and run for their lives.
Session 2:
The unconscious (7th) characters wakes up, but due to unusually low attendance, he only has two active travel companions. I narrate how the absent characters are so exhausted and mentally drained from the trip, that they stay around the Baldor and Bregor to guard them. The new character is a Wanderer, and as the group really needs a long rest, he activates an ability, to lead them to a hideout, where they can have a long rest.
After the rest, I introduce an additional journey event, where they find warg paw prints at a potential camp site, and the wanderer shines again. Then comes the storm, they fail their audience with the hermit, and a thrown out of his home.
Finally, they arrive at the well, the Dunedaín fails his save, and jumps into the well. They fight the Thing in the Well and survive.
As we still have good time left, Baldor tells them of the rumour of the new Easterly Inn. They head for that location, we role-play the arrival, have a fellow-ship phase, and I introduce the hook to the next adventure. We end the session when they depart to find Dindoas Brandybuck.
How was the adventure?
It was a strong adventure, and it played better than I had expected. After reading all seven adventures, I considered this the weakest of them all. But it was dramatic, had a strong mood and reflected the dangers of this journey well.
My players have had different play experiences, because of the fragmented group. But, overall, they are happy that there is action, but a greater focus on role-playing than in my home brew campaign. A couple of them did fear that the setting was too – how shall I say it – light and too focused on pure narrative role-playing drama. They want to roll initiative and fight orcs. And they still get that!
One of my players also told me that he really liked that he knew that everyone is a hero. In regular D&D, he must consider everyone’s true motives, but in AiME, they can fundamentally rely on each other.
Dark mood
The mood inside Mirkwood was excellent. The journey events enhanced the mood really well. In the second session I did change one of the random events from an encounter with more attercops to the ‘place of shadow’, because they were fighting attercops when I introduced the new characters. For pacing reasons, I had four journey events (including the attercop attack in session 1), and it worked well.
The oppressive and exhausted mood that is the essence of the journey played out very well. Particularly, after the group rescued Baldor, and he told his story of losing his wife and home, wishing the dwarves had never woken Smaug, we had one of the best role-playing scenes in recent years. The frayed bond between father and son also gave the last part of the adventure a shadow of sadness, which I think worked well.
I’ve had the battle maps printed. It adds an extra dimension, for sure.
Good & bad encounters
The Castle of Spiders was an awesome encounter. It was very tactical, because of the terrain. It was tense due to constantly appearing spiders, and it looked like the players had a great time. The small things, like 25 ft. movement, and wielding a spear with reach, was important.
The Thing in the Well was not quite as interesting a battle. I had to boost its hit points, despite there only being three characters, as they had reduced it to half hit points, before it had a chance to act.
At first level there is a lot of luck involved in combat, and one blow can fell a character. So, on one hand, the encounter is very dangerous. Characters falling down the well, or who are hit more than once, have a good chance of going down, and that will quickly turn the tide. Particularly, if they have spent their powers already, they will be in great danger. On the other hand, the Thing has AC 12. With starting characters having +5 or +6 on hit rolls, it means it is likely that 3 out of 4 attacks will hit it the first round. Three attacks can quite easily do 20+ damage. As written, it is unlikely the combat will last more than 2 rounds.
As I considered the Thing a bit of a boss encounter, it was a little bit disappointing.
What would I do differently?
I would change the hook:
You can listen to Matt Colevilles arguments for starting in a tavern, here.
The hook is rather weak. I understand they want to introduce the action quickly, but if I were to run it again, I would start the adventure in Lake Town at a tavern. I would let the thugs be competitors to the characters, which would create tension in the first scene. It would also give the characters a way to introduce themselves, the can haggle with Baldor, and intimidate the thugs. Later on, the thugs can follow them, and try to attack them at night.
I would introduce scenes:
When Baldor drinks of the enchanted stream and runs off, it is one of several cases, where something happens during the Wilderland Adventures, where it seems like the characters can act, but the outcome is basically certain, if you want a fun adventure.
The problem is that the characters think they can catch Baldor, before he runs into the forest, for example with a skill roll. I mean, Baldor is an older, not very fit man. It seems plausible, but there is no indication of how far Baldor is from the watch, when he goes crazy. That can create frustration with players. My player just shrugged it off.
The same can basically happen, if Brego is the one enchanted by the Thing in the Well, and throws himself into the well, and a similar situation occurs in the next part of the adventure.
The solution is to me – suggested by a player, who also DMs – that I tell them there is a scene, and I then describe what happens in a dramatic way. They are cool with a fun story unfolding, and that way there is no ambiguity to create frustration.
I would change the final encounter:
I think the final encounter could use some more terrain to make it more interesting. If the well is inside some kind of ancient structure, just with some walls and perhaps a couple of rooms, it would create more tension when they explore it.
The Rhovanion Region Guide is for Adventures in Middle-Earth – a D&D version of the One Ring RPG. You can find my review here.
The Rhovanion Region Guide is a setting guide for Adventures in Middle-Earth by Cubicle 7. It covers the areas between the Misty Mountains and Mirkwood and Mirkwood itself.
It is the companion volume for the Mirkwood Campaign, but is also useful for the Wilderland Adventures book or if you run your own campaign in the same area.
It does not cover Dale, Laketown and the Lonely Mountain. It also omits Lorien and Moria, which could be considered part of that area.
Great product
Overall, it is a very useful and well written supplement, and I think they hit the right level of detail, compared to e.g Forgotten Realms or Earthdawn products I’ve read. They provide ideas for plots and interesting locations, but don’t go into so much detail that you feel constrained by it.
The artwork is – as always in Cubicle 7 products – great. And they display their usual excellent sense of the setting and the mood it conveys. It feels like the Middle-Earth Tolkien invented.
The book is divided into three main sections:
the Lands of the River
the Greatest of the Forests
New Adversaries.
The two first sections begins with a historic overview of the area and then describes the different sub-regions in some detail – probably over 4-5 pages on average. The descriptions follow the same layout and contains: an overview, Wildlife, Inhabitants, Notable Characters and Notable Places. Quite self-explanatory.
Tauler is one of the three named spiders. My players ran into him at random in their first Journey through Mirkwood.
The final section on adversaries has 16 monsters or named beings, from the lowly forest goblins to the three mighty Children of Shelob that dwell in the Heart of Mirkwood.
It also contains a two new Cultures player’s can pick: Wayward Elves and Wild Hobbits.
Furthermore, there are many new Fellowship Undertakings that are unique to a location and Sanctuaries that can be opened. For example, you can go Hunting Grim Hawks with the Riverfolk or Study with the Lampmaker of Thranduril’s court. I think they are quite evocative, and really exploits the Fellowship Phase system well.
The organization of the book makes it very easy to use, when you are preparing your adventure, because it is divided into quite small areas and with the right amount of details for each area. That is a key feature in a book like this. It also has a nice index.
Disappointing profiles
I think there is a general flaw with some of the named monsters and renowned NPC’s, like Thranduil. They tend to be bit underwhelming. It is as if there hasn’t gone that much creativity into making them memorable or interesting foes. For example, Thranduil’s Legendary Actions are that he can re-use his parry reaction or attack again with his bow or spear. Is that really the best they could come up with? And only one of the three major spiders is more than just a big bag of hit points with web and poison (the third one is pretty cool though).
One potential criticism
I think your perspective of the book may change a bit, depending on whether you intend to use this book on its own, or with the Mirkwood Campaign.
If you don’t have the Mirkwood Campaign, you may find it annoying that they often hint at more plot developments described in the campaign book, or that things like stats on the Nazgûl are in the campaign book, despite the fact that Dol Guldur is described in this setting book. Things like that, can make it seem like they are trying a bit too hard to push people to also buy the Mirkwood Campaign.
I will review the campaign book as soon as I’m done reading it…
What is missing from this book?
The small village that grew next to Radagst’s home.
Not much, really.
I would have liked more maps of adventuring locations, particularly if I was running the Mirkwood Campaign. There are maps of the ‘good’ settlements like Beorn’s House and Rhosgobel, but not of Tyrant’s Hill or any of the ‘dungeons’ like The Lost Watchtower, which they players are likely to visit. That would have been useful.
I was surprise that it didn’t contain any Wonderous Artefacts or Legendary Weapons or Armour as part of the lore and plot hooks. I would have liked just a couple as examples and adventuring hooks.
What stood out to me?
The easy organization and layout.
When the lore is mixed with some of the dramatic stories (often fleshed out in the Mirkwood Campaign) there are some very compelling adventuring seeds.
There is a page on Beorn and his story-line, or fate, if you will. It really asks some interesting questions and helps the Loremaster on a delicate topic: how do you deal with the life and death of one of the iconic characters of Tolkien’s world?
What do I find particularly useful?
I’ve already used the book to prepare for my Adventures in Wilderland campaign, the map of the Hall of the Elven King, would especially have been handy, if the players had gotten access. I anticipate that will use the information on the settlements that my players are likely to visit and NPC’s they can meet a lot.
I will also use the history and monsters for a couple of side-treks, to maintain the flow and keep things interesting.
For the first adventure, which takes place in Mirkwood, I’ve used the descriptions of the landscapes and what trees and wildlife are found there. It can be a challenge for me to vary my descriptions, and this book is a good help to mix things up.
Why should you buy this book?
You are running the Mirkwood Campaign
You are running Wilderland Adventures, and you would like to get more help
You will run a campaign or part of a campaign in the area
You want more information about the Beorning and Woodmen cultures for your players
You enjoy reading about Middle-Earth
Why should you consider another product?
Your game is focused on another region
You enjoy crafting these details yourself, for a unique campaign, based on Tolkien’s writings.
The Road Goes Ever on is a travel supplement for Adventures in Middle-Earth by Cubicle 7. It contains four large maps with print on both sides and a 32-page booklet.
The most significant value lies in the eight maps that covers each of the four large regions of Middle-Earth, Eriador (where the Shire, Bree and Rivendell lies and the site of ancient Arnor), Wilderland (which is the initial focus of the setting), Gondor & Rohan and Mordor.
Cleverly, the player map and the colour coded map for the Loremaster map is on two different pieces, so you can hand out the player map, while keeping the Loremaster version.
The hexed maps are essential if you wish to use the Middle-Earth travel system. In this system area has a colour code and a symbol for how difficult and dangerous the terrain is. With the core books you only get the map for Wilderland, so if you run a game in one of the other areas these maps are needed (I guess you can make something similar yourself, with some graphic skills!).
The booklet contains expanded events, rules and inspiration for generating random NPC-encounters on the road, inspiration and random tables for creating ruins, a few groups of enemies, a couple of camp-site battle-maps, a system for avoiding battles, a couple of pages of inspiration for sights along the way, and two pages on lodgings on the road and finally two pages on experience for journeys and travel related oaths.
Is it good?
Yes, I actually liked the supplement, and was inspired by it. As always, Cubicle 7 captures the mood of Middle-Earth very well.
The maps are of good quality, and I now have one I can hand out to my players.
The best part, was – for me – the random events, encounters on the road and the section on ruins (which covers about 2/3 of the booklet). I don’t need them that bad, as I run Wilderland Adventures, where there are dedicated event charts, but if you run a more open sandbox style game, the will be handy. But I did get a better sense of details in the setting, like which plants are you likely to find and what travelers can you meet on the road.
The section on motivations for random travelers on the road is thorough, and has some suggestions for turning expectations on its head, and they help you ask questions, that can generate plot hooks and interesting role-play situations.
Bones of the Earth
A ruined farmhouse from Road Goes Ever On.
The ruin section helps you create ruins with a distinct Middle-Earth feel. The odds of encountering something dangerous is actually quite low, though. I think the best way to use the section is to spend 30 minutes rolling up a couple of ruins for later use, in stead of slowing down the game and doing it at the table. That way, you also make sure you have something ready, if you want to change the pacing of the game, or need to introduce a place to rest for the players.
The eight dangerous encounters are also handy. They run from CR 4 to 10. They claim the CR can be modified by giving the boss or the warband one of the strengths or weaknesses from the Loremaster’s Guide. I have serious doubts that they have that great an effect, as the deciding factors in encounter CR are mainly the number of attacks arrayed against the PC’s. Secondly an unusually high AC or nasty (area of effect) special ability, is normally a key danger point.
The part on avoiding battle is basically a set of skill checks, and may be useful for beginning Loremasters, but something a more experienced GM/Loremaster can wing quite easily.
The ekstra battle-maps and the oaths PC’s can make to gain experience are also ok, but minor additions, in my view.
That also goes for Lodgings on the Road, which describes the poor and rich farmhouses and inns in Middle-Earth. Again, fine inspiration, but not needed for most Loremasters.
Is it worth 30 dollars?
If you need the maps and/or if you have little time to prepare, I would say yes. But if you are on a budget, and you don’t need the maps, you can probably get more value for your money elsewhere. I would suggest the Rhovanion Region Guide. It is only 10 dollars extra, and has 135 pages of ready content and setting information. Will review it soon.
Except for the maps, there aren’t really anything in Road Goes Ever On that can’t be made by a relatively experienced Loremaster with time on her hands.
But if you – like me – are a fan, like the tables and the direct inspiration of the charts and questions, this is a useful supplement. I will definitely roll up a few things, just in case I need them in my game.
Why should you buy Road Goes Ever On:
Your game moves outside of Wilderland
You enjoy tables and charts for inspiration
You want to save time preparing your game
Why should you consider buying another supplement?
These were two relatively encounter heavy session, where the characters enter the lair of the (buffed) hag Arasekha, but sessions, where they sacrifice important things to gain knowledge that will move the plot forward.
Sacrifices for Oracle
We began the session by the well, where Xarzon, whom the paladin identifies as being a celestial, still sits waiting for them to leave, so he can use the oracle himself.
There are seven players present, so when the player of Korrick, the dwarf fighter/bard, asks Xarzon, what you must sacrifice to learn something, not everyone hears. That becomes important.
Korrick decides to sacrifice his new Ring of Protection +1 to the spirit in the well, and the huge spirit emerges from the well and answers Korricks question on the nature of the curse that afflicts his clan (more on that later).
A little later, the gnome rogue, who together with the group’s wizard stole some sort of item from the monastery the wizard grew up in, decides to do the same, but choses to sacrifice 30 silver and some blood. Obviously, 30 silver is far from enough, so the spirit snatches some of the offered life force and the gnome is deducted 5 hit points – permanently.
Both characters got some relevant information that potentially will change the future decisions they might make.
The green hag of the MM was too weak. Arasekha was a 10th level diviner, with extra HP and Lair Actions. Her older sister is worse.
The lair of Arasekha
The group then continues and find the exit to the lair of Arasekha, and when they pass through the portal, they emerge on a platform suspended more than 100 feet above the crystal forest on the side of a huge crystal spire (300 feet high). They are immediately attacked by a group of flying crystalline creatures, and they take some punishment. They dare a short rest, hoping that the witch hasn’t set an alarm, and succeed.
Exploring the pinnacle, which is a maze of hard to navigate crystal halls and corridors with multiple reflections of everything, they first find a garden of crystal plants with an elven caretaker. He is pruning the plants with a mithral dagger. They engage him in conversation, and he stalls until “his” minions arrive. Three groups of crystallized centaurs and hobgoblins charge towards the room. The elf turns out to be some form of simulacra and he shatters when hit, and the minions are engaged with fireballs and other potent magic, and fall before the group.
They push on and enter a large room where a group of crystallized hobgoblins are experimenting with the crystal. And we end session 22, ready to roll initiative.
Session 23
The following session the group fights the hobgoblin laboratory workers and a crystallized deranged hill giant. They defeat them without too much trouble and find hobgoblins immersed in a solution, which seems to expedite the growth of crystal, and an elven prisoner, who is mostly infected with the crystal, which seems to be spreading like an infection. She begs them to kill her and find her imprisoned brother.
The leader Jarn decides to try and find the prisoner, before they deal with the witch. They succeed and locate him together with two centaurs. After the jailers attack, and are defeated they make for the tip of the pinnacle.
At the top they find Arasekha, who is guarded by a couple of crystalline elves in a small throne room. A battle begins, and she summons simulacra of herself to divert their attention, while casting wall of fire and other spells. The group responds with all they have, using summoned panthers to attack the simulacra, to locate her true self. After a fierce struggle they defeat her, loot her sanctum of spells, her Staff of the Seer and a few other items, including a very finely made mechanical beetle.
The spire begins to collapse, and when they reach the portal, it collapses. The Warlock use his feather fall spell to let them escape, without having to brave the collapsing spire. When the session (and 2016) ends, the group find themselves in a crystal forest 100s of miles from their settlement.
What went well:
The crystal spire was an evocative setting, and with five major rooms/encounters it also had the right size.
The final battle with Araskeha was fun and had good features, lair actions and odd surprises in it.
The use of the oracle helped propel the plot forward based on player actions.
What could I have done differently:
I should have used Arasekhas ability to speak and act through the crystal even more to make her even more evocative and interesting.
Her minions at the final battle should have been just a bit tougher to make the encounter a little more challenging.
In this session, my players wander into the planes for the first time, and therefore I will write something on how I see the planes in D&D and how I’ve changed it for my home brew world, in addition to the normal session recap.
A couple of the issues I have with the planes in D&D are that there are so many of them, that the facts concerning the planes are ‘true’ and that most of them are infinite.
The problem with the fact that there are so many is that most characters – and thus players – will so rarely visit the same ones that they never gain any familiarity with them. The planes fail to become an integral part of the game world. In a typical campaign you will maybe visit one plane, so unless a campaign is centered around one of them – invasion by the City of Brass or the intrigues of the unseelie courts – they don’t play a big role.
Sigil is probably the most interesting city Wizards or TSR ever made, and it doesn’t exist in the prime material plane.
But on the other hand, the planes are infinite. They must therefore have many more interesting places and beings than the prime world, which annoys me, because the prime world should be the most interesting (Sigil is in many ways a more interesting place than Greyhawk or Waterdeep). And there are known ‘facts’ about them (you can look them up in the DMG), which makes them less mysterious.
The prime world is more complex and finite and therefore more manageable and interesting to explore (as it should be), but the actual interaction with these far planes should be part of the adventurer’s lives and understanding.
My approach
To improve on this (in my opinion), I’ve made some changes to my multi-verse. The key ones are below. Others I will not write here, as my players are unaware of them, and I like to keep it that way.
In Earthdawn powerful monstrosities lurk in the Astral plane, and some even exists in both planes at once.
First of all, I’ve combined the Feywild, Shadowfell and the Etheral plane into one and called them the Warrens (inspired by Steven Erikson), and that plane mirrors the prime plane, like the astral plane in Earthdawn and the umbra in Werewolf the Apocalypse.
Secondly , I’ve changed several spells to fit this, so when you detect or divine you see through the Warrens and when you teleport or misty step or whatever, you actually walk through the Warrens, where time and distance works differently. As the Warrens are a mirror to the prime world, it also means you can’t teleport across an ocean, you need a vessel inside the Warrens, which would enable you to cross the ocean faster. There are also beings inside the Warrens, many of them powerful, so you have to tread carefully.
Thirdly, there is not one, but several explanations to what they are and how they work – just like we can discuss the nature of the divine. The two my players have heard are: Some say the Warrens are a failed version of the prime world that the first gods discarded. Others that the presence of magical essence in all things naturally creates a mirror state.
These changes have the effect that the Warrens are relevant in basically every session and that the players slowly learn more about them.
It also underscores the main theme of my campaign: exploration. The Warrens is a place you explore and it is part of exploring the prime plane.
Also, instead of simply teleporting from one place to the other they have to travel everywhere, and have to consider if the advantage of going somewhere quickly outweighs the risk of meeting something very dangerous. This also underlines the theme of the campaign.
The session:
When the characters stepped through the portal (only 3 out of 7 players were present) they were immediately set upon by vengeful animal spirits, which they relatively easily defeated but they damaged them. The portal was located inside the Warren’s version of the hollowed tree.
They then began investigating the tortured elf who was crucified nearby and concluded that he had lost his soul. Then the Horned Devil and its two henchmen (bearded devils) were summoned and another fight ensued. It appeared that it had been promised their souls.
5th edition Horned Devil. A CR 11 monster taken out by 3 level 6 characters. Maybe I was easy on them?
To explain the presence of more characters and make they fight more appropriate, I ruled that the non-present player’s characters engage the two bearded devils. The three remaining characters then sniped away from a Fog Cloud and managed to banish the devil.
Outside of the tree, the woods of the Warrens were eerily quiet and unnatural, with no sun and with the great trees casting long shadows. Two paths had been marked through the Warrens, and they knew that to navigate the Warrens away from the path would require a stern focus (successful INT or WIS checks). One path was marked with skulls another with small crystals. They chose the crystal path north, which should lead to the middle sister.
After a few hours journeying through the Warrens they spot a corpse of an elf by an altar holding a staff with gems. They move away from the path to investigate, and when they get closer suddenly the path has disappeared, as has their four companions, and the elf turns out to be a skeleton holding nothing. At that point they are set upon by shadow bats and a weird sylvan creature with the legs of a hind and razor sharp teeth that sucks blood. They defeat them after a fierce battle and search the area as they can’t see the path anyway. In some ruins nearby they find her lair and a cloak woven from living plants and shadows and decide to rest.
They steel themselves and locate the path again, but they can’t see their companions anywhere. As the move on, they come upon a fight between a big dark skinned man wielding a beautiful great sword fighting a pack of very cunning regenerating wolves next to a mysterious dark well. They enter the battle on his side and finally slay all the wolves, which coalesce into one rangy man wearing wolf-skin.
Very complex fantasy series, highly influenced by Black Company, and grew out of an RPG campaign. One of my favorites.
The man, who is named Xarzon, thanks them and they talk. It turns out the man was hunting him on behalf of a former employer, whom he has a disagreement with. He was a dangerous Dissembler – a shape shifter that can turn into multiple beasts (also stolen from Eriksons novels). He also tells them that the well has a spirit in it which serves as an oracle, if appeased correctly. He also tells them a few things about the Warrens: that they are strange beyond the vast space of the north, that the land is under some kind of curse and that the eldest of the Sisters of Sorrow dominates the trolls in her area and has made a pact with one of the Lords of the Nine Hells.
He also gives them a ring of protection as thank you, and with the loot of the Dissembler, it was a rewarding session.
So, being a dad and a DM, leaves less time for prep. And obviously, prep is more important than the recap and the blog. But I will keep at it, but the recaps of the latest two sessions will be short and to the point.
I’ve been looking into The Lazy DM (Lazy DM download), and there are some very good tips, but aren’t fully applicable to the kind of campaign I’m currently running. The kind of depth that I’m looking for in the history of the world they slowly uncover simply can’t be extrapolated from a few notes and improvisation (I can’t at least). It requires a bit more prep.
I did one thing in session 19 that I think warrants a pat on the DM-back, and that is letting go of prepared stuff, in favor of moving the plot forward.
When the PCs finished with the mine and returned to the settlement to rest, they discussed what to do next. I had already cut out the attack on the goblin tribe nearby by having the other adventuring party deal with that threat. That also reinforced the meta-theme of colonizing a new land and dealing with the natives. It is brutal, and interesting, how easy the dilemma of wanting to build something in a new land, but faced with enemies and diverging interest, leads to morally questionable choices. In any case, I had mapped the goblin lair and made a few rooms, but they were already too high level, and I would rather follow other, and more important, plot threads.
I also clearly said that the Kuo Toas could be dealt with by others as that adventure also wouldn’t push the plot(s) forward.
But back to the recaps.
Session 19:
The group explored the umber hulk lair and the tunnel from there that lead down to a natural cave, where the ancient miners had begun digging. From that cave they found the first shaft, which they entered the complex through.
The dragon simulacra had less dangerous breath weapons and only AC 17.
Finally, they went down to the automaton storage via the unexplored elevator. The automatons didn’t attack, and the room led to the vault. The vault was protected by a security system, including an automatic portcullis, a very intelligent magic mouth that shot frost rays from its eyes and two dragon simulacra of metal that attacked when they tried to pick the lock to the vault.
They succeeded in dispelling the worst of the trap and rapidly killed the simulacra (the damage output, when the party is lucky, is insane). Inside the vault they found their first platemail, a few magic items, including an axe made by giants, and a lot of knowledge. This included letters between two elven sisters and a story about a curse put on an elven family by giants.
Having cleared the mine, they returned to the settlement and spent a month and a half of down time. In that time, they returned to the mine with a few dwarves from the settlement and made an anvil in the mine, so they could setup their own smithy and the druid awakened a couple of beasts to help protect the settlement.
Session 20:
Of the four most interesting options: going after the remaining hags through the portal, visiting the Colourless Bridge, exploring the ruined city and exploring Fort 25, they chose the first.
Before they left, someone scried on the party, and Welk, the wizard with a weird item, knew that to be the case (for some reason).
After the harvest, they returned to the lair of Kinsira, but went a different route, and found a devil trapped in an old building with magic. They decided it would keep until they returned.
When they approached the huge tree stump, they noticed webs in the area that would warn anyone inside of their approach.
Inside the tree, there were apparently giant spiders, and something spoke to them in draconic, demand that they leave. They tried to intimidate it into submitting, but they were unaware that the creature behind the voice had been paid by the two remaining hags for protecting the area.
I liked the idea of having a quite mercenary young dragon, who ran into more dangerous adversaries.
The spiders eventually attacked together with some ettercaps. At the worst possible moment, for the group, the young green dragon attacked, and its breath weapon drained a lot of hit points from the team (42 to be exact). Unfortunately for them, I rolled a 6 on recharge next round, and gave them another breath, but couldn’t cover them all, and it could have ended in a TPK, but the characters still standing responded with a wall of thorns and a fireball, and when the dragon failed to fell the mighty half-orc fighter the following round, it submitted to the stronger adversary.
Back on their feet, they questioned the dragon and learned a couple of things, including the facts that the eldest of the hags lives in a swamp to the south and the middle sister lives in a crystal forest to the north, and that they are called the Sisters of Sorrow. The group argued about whether to make a deal with this evil dragon about staying there as their ally, but they ended up banishing it, and hoping it will stick to their deal.
Finally, they passed the portal into the Warrens. Inside they found a tortured elf and was almost immediately attacked by animal spirits of beast that Kinsira had conducted her experiments on.
The group spent one month in the settlement, working on down-time tasks and talking to NPCs, while eating Goodberries drenched in mayonnaise.
To make the timeline move forward and to make sure that the characters have a more natural progress these interludes are important. Often, players have this sense of urgency, and think if they don’t spend every day adventuring, somehow they are going to miss something or become penalized in the story, for example by bad guys spending that time plotting against them and building their strength. I hope they will learn that that is not the case. As one of the goals of the campaign is for the characters to become older and the settlement to grow around them, spending down time, building a home, or a base of operations even, and gathering resources is important. It is also good from an overall pacing perspective. And lastly, I dislike characters going from 1st to 20th level over a few busy months. That just seems quite unrealistic – if such a word can be used for fantasy roleplaying.
A significant element of the 12th session was the practical issues when you are an adventurer in a small settlement, on a far off continent, with no trading partners and everyone being self-sufficient: How to get food, build a shelter and craft better armor and other stuff?
A liter of mayo is about 9000 calories, or 3 times the need of an adult male.
The adventurers decided to solve the food issue with the Goodberries spell, which can sustain their entire group every day. The joke was that since the have the wonderful Alchemy Jug which can produce 2 gallons (8 liters) of mayonnaise every day they would be supplementing their diet of a single daily goodberry with a liter of mayo – each – which turned into jokes about offering presents of mayo and goodberries to the honoured elven guests and what the characters would look like when they started adventuring again after eating mayo non-stop for a month. Jokes aside, the Alchemy Jar continues to be a valuable item, as it can produce a lot of valuable liquids, when you are in an isolated settlement, such as honey, wine and vinegar.
There were a few key events and discoveries during the session:
It was a surprise to some that their gold and silver was worth very little in the settlement, but that everything had to be bartered for. I hope it provides a different perspective on what is valuable to them.
The group read the books they discovered in the hag lair, and the wizard, who wisely picked cartography as a proficiency, was able to determine the approximate location of some of the places named in one of the books, including the Colourless Bridge, which is inside the forest, and they learned the name of the ruined city nearby: Ivanith’laril. They could also see that the elves had made war against the Bones of Sarakhon and that they were undead.
The druid learned the local elven dialect, so now the risk of confusion is minimized when parlaying with the elves.
Iron ore: almost as valuable as gold at this stage in the campaign.
They wanted to craft a full plate armour, but were horrified at the time it would take them to craft it themselves, so they made a deal with the dwarf family living in the settlement. The dwarves would help them craft 2 full plate armours during the coming year, and they would assist exploiting the iron ore deposit that the group had learned about from the elves, and in return, the dwarves would get 1500 gp. and their iron bars. The gold they could send back to their clan, who could use it to get more dwarves to migrate to the settlement.
A trio of goblins scouts snuck into the settlement, but the characters captured one and killed the rest, and learned of some of the other goblin tribes and that their own tribe the Red Fangs, had an ettin ally and powerful goblin witches. And more importantly, that there is a town at the edge of the forest where the goblins trade with the hobgoblins of the plains.
The elves visited with an ‘official’ delegation, and they told them the location of the site with iron and that there is an ancient road leading there. They also learned that the edge of the forest was about 400 miles from the settlement, and that the area around the Colourless Bridge is haunted.
Roll initiative losers!
At the end of the session the group began their journey south through the forest along the ancient road, and during the first night Sir Jarn was jumped by a couple of Displacer Beasts – which means next session begins by rolling initiative.
I actually love starting a session with combat, and in one campaign had the rule, that all sessions started with an initiative roll, potentially as a flash forward scene, because the combat really gets the players focused right away.
Positive aspects
A couple of things worked really well this session:
Letting them research old books and speak to the locals and from that begin to fill in some blanks on the vast hex map is fun and tantalizing. The only down side is that every time I bring up a new location they haven’t visited, half the group immediately wants to go off and explore it right away… But that is also kind of the point of the campaign!
The moral and societal choices that happened when the Europeans came to the Americas are beginning to show themselves. For example, it is clear that the goblin tribe nearby will never let them farm and prosper in peace, so at some point they have to be destroyed, even though they are the natural inhabitants in this place – the situation is very similar to the one describe in this podcast Apache Tears between the Apache and the Mexicans and U.S. settlers. Furthermore, the friendly elves certainly don’t mind some powerful allies against the hobgoblins, as the settlement has a minute impact on the forest, but what happens years down the road when more and more settlers arrive?
Negative aspects:
It isn’t negative as such, but the reality is that if you have a large group doing down time and NPC interaction in a settlement, the actual ‘screen time’ of each character is reduced significantly. As a change of pace the session was good, but we all prefer more action and adventure.
Inspired by friends and other bloggers I’ve decided to share my material from Dungeons & Dragons, Warhammer Fantasy Roleplay and other RPGs that I play or work on. We’ll see how it goes.