Palantir Quest (1994): wild goose chase (review part V)

We’ll now be going through all five remaining chapters of the adventure. It looks (to me at least) like the adventure from now on has really overstayed its welcome for no good reason at all. I feel like adding more layers/depth to the previous chapters would have been a lot more profitable than this endless sightseeing tour that we get instead. Honestly, I think someone on the writing team decided that they had to use as many previously published sourcebooks as possible and include them in this adventure in some fashion, no matter how cumbersome it was to do so.

Anyway, Palantir Quest is too much of a railroad and as hinted in the title it has some very questionable design choices but there’s also some good bits here and there. Read on!

Part I

Part II

Part III

Part IV

Having survived the frigid north, the player characters slowly get back to civilization on foot. Empty-handed to boot, as the two palantiri they barely had time to see are now in the possession of an Easterling named Vacros and his hired band of smugglers.

When they reach Tharbad to report their failure what they get is an hostile greeting. In fact Commander Cilis is « bitterly angered by the news of his lost men.  » And the PCs « are not encouraged to dwell long in Tharbad. » YOU HAVE DISAPPOINTED THE COMMANDER! Well, I’m all for roleplaying and it could be an understandable reaction from this NPC but it’s not like the players could have done anything differently!

Now, based on the flimsiest of clue that they got weeks ago in-game ( before their very strenuous arctic ordeal), they’re supposed to push on and investigate the Juggler’s Hall in a desperate bid to find a way to restore their honor.

Upon reaching the Juggler’ Hall (again) they find that the place isn’t open to visitors at the moment, they’ll have to find a way to get in. A frontal assault is unlikely to succeed, what the player characters have to do is to infiltrate and investigate. Or, a nice alternative that is provided by the book is to talk to the ambitious wife of the « Master Juggler » whom could be persuaded to betray her husband and give information to the PCs. Eiher way, if they’re competent about it they’ll learn of the rendez-vous point of the smugglers, as stipulated in the delivery contract by the yet to be seen true villain of the adventure.

This leads them (after some minor events) to the Wold, right on time to be participants in a big four-way fight. It’s a great setup, somewhat lessened by the usual flaw of this adventure of forcing things too much.

What begins as a fight between the smugglers (Jugglers) and opportunistic bandits is soon complicated by the simultaneous arrivals of the PCs and an orc raiding party! There’s a fully statted roster, an okay map (below) of the site, several steps to what each sides are doing, all good. Less good is this advice: « The Gm should attempt to manipulate all of the PCs into the lair. » Because as written the adventurers have to get into that nearby cave, huh, in order for a landslide to happen automatically, thus forcing them onward to explore the (linear) underground system.

I’ll note on the plus side that there’s a very nice cursed sword to be found in the lair, a potent weapon that has the significant drawback of animating any nearby statues with hostile intents towards the wielder. Great item!

Stashed in the cave are two heavy boxes containing the palantir!. All the PCs have to do now is to bring them to the king to get their well-earned praises and rewards…

Except that NO! Once in Minas Tirith and upon closer examination by the royal seer it is revealed that those artefacts are fakes! YOU HAVE DISAPPOINTED THE ROYAL SEER! YOU HAVE DISAPPOINTED THE KING (Aragorn)!

How do you feel about that? Damn, I really hate these GOTCHA twists… And what’s that about, guilt tripping the players?

Anyway, The PCs are arrested and then subsequently released after it is established that they really are innocent, just a bit oblivious. Get back on the plot thread will you!

« It is recommended that the GM award a bonus of 10,000 XPs for the recovery of what the characters believe to be the true Seeing-stones, but then retract 80% of that bonus when they find out that what they have recovered are fakes. They should regain this 80% when they recover the real Stones (in addition to a bonus for achieving their goal). »

As the greatest glass makers in Middle-earth are right here in Minas Tirith and they’re the most likely to have crafted somewhat convincing fakes, the PCs can get on their path to redemption immediately and investigate the Glassworks. And the next part is actually quite well-made I’ll say. There’s three clues to be found, they make a lot of sense in context without being too obvious and, more importantly, it is up to the players to piece it together. No dumb spoon-feeding this time around. Hurray!

They should be able to discover a lead on someone called the « Green Man », and their next stop in order to find him is all the way north to Lake-town.

(some minor events on the road: a pair of trolls under a bridge, an haunted tower – serviceable filler)

This part is unfortunately way less well-conceived. Nobody knows who the « Green Man » is in Lake-town but the adventurers will stumble upon/be offered a job that leads to his discovery anyway. Call it Fate if you will. The captured smuggler (there’s just too much smuggling NPCs in this adventure) can tell the PCs where his men (now missing) were bringing the fake palantiri (before they reached the cave where they found them) but he knows nothing useful of his mysterious employer. But they get UNEXPECTED ASSISTANCE in the form of an old woman who tells of this evil sorcerer Taladhan « He came out of them woods, he did. » Yeah, right, thank you old woman, onward we go.

Oh and this Taladhan hired an assassin who’ll most likely kill at least one player character while he sleeps at the inn in Lake-town. That’s it *checks the list of replacement*, here’s this new character for you, keep going!

The adventurers leave Lake-town and follow the smugglers’ trail into Greenwood (Mirkwood was renamed with its ancient name after the end of the War of the Ring). They’ll have to fight some giant spiders and, after about six days of travel, will reach the spot where the smugglers were ambushed by Taladhan’s half-orc minions. They’ll also encounter a Silvan Elf that will conveniently brief the players on the current situation, which is as follows:

  • He has located Taladhan’s tower in the southern part of Greenwood.
  • He has seen « ugly men » with two crates a few months ago (the fakes)
  • He has seen another band a few days ago (the real palantiri)
  • Elves attacked this last band and took off with the smaller palantir to their tree fort
  • Those Elves are being attacked right now by the sorcerer’s minions (« ugly men » and Black Trolls)
  • The defenders can’t last long

But despite knowing all this the adventurers, as written, aren’t expected to go help the endangered Elves immediately but, instead, for some reason to do so only after they’ve dealt with Taladhan at his lair. Talk about odd prioritizing…

I would hope the players would insist on getting out of the railroad at this point but if they don’t they’ll go to the sorcerer’s lair, a sort of Orthanc-type tower carved inside a stone spire, and a symbol of the times surely, whereas the villain is a pale imitation of Saruman who was himself a pale imitation of Sauron who as a pale imitation of Morgoth…

Conveniently for the adventurers, the 25th level sorcerer Taladhan is one obsessive dude and he will only intervene if 80% of the current garnison (25 half-orcs and 2 Olog-hai Trolls, nothing to scoff at) is killed, otherwise he’s too busy playing with his new palantir toy to even care. But then the tower « is reached only by air across the violent spume of the waterfall that engulfs its foundation. » It’s a very nice site by the way. But I have no idea how the PCs are supposed to enter the tower, across the waterfall and get past the solid black iron doors (closed by « huge metal bars » from the inside), or how the baddies themselves are getting in and out without any bridge contraption for that matter. Climbing the vertical 165′ up to the balcony doesn’t seem like a feasible option. A Trojan Horse-style ploy maybe?

It’s mini-Orthanc alright, impregnable, so unless the players are really clever about it (or have just the right spell available, that’s a possibility), maybe the GM will have to put in a Wormtongue lookalike to untie the tactical impasse…

Whichever way it is achieved, it leaves the tree-fort battle to be resolved afterward. Dozens of half-orcs fighters with some trolls and twenty Elves on the adventurers’ side (not included: what if they came immediately, are the defenders more numerous? if they come 3 days later, are they still alive?). A hard fight unless (also not included) a crafty player character shows the cut head of the dead sorcerer for his minions to see or something like that I would think.

The adventurers finally have the real palantiri in their hands and will get back to the King’s court after some minor events (giant spiders, bandits).

One last unnecessary scene happens whereas Vacros and his accomplice have kidnapped the royal seer. Whatever, let the royal guards deal with this I say.

With that, the adventure FINALLY comes to an end:

And that’s it, that was Palantir Quest, ICE’s Middle-Earth most ambitious adventure, too ambitious perhaps as in my opinion it couldn’t deliver true quality content within such a lenghty journey, all in only 159 pages. I have some ideas on what I would do with this book, there’s something to be done with it undoubtely – cutting two-thirds of the journey and removing the railroad plot (making it a sandbox, yay!) would be a good start, but that’s for another post (if I gather the will to do so).

Frosthaven – Explosive Descent (50)

An underwater mission where we have to defend an explosive device long enough for it to reach its objective. I guess we take a big breath, leave our bathysphere and fight the baddies?

This is a Defend the Objective with a Timer scenario with monsters spawning every round after the first.

Characters

  • Zam Boni the Frozen Fist (David) lvl 5, big dude but very graceful on ice
  • Anaphi the Fallen Lion (Math) lvl 4, got out of the sewers to find some coins
  • Hail the Irritable Enchanter (Guillaume) lvl 5, will she get irritated enough to care?
The large, spiky, black tentacle is on our side, doing the bidding of Anaphi.
Time’s up, things will go BOOM! Or maybe not, does a psychic blast makes noise?

Closing Comments:

  • The device lost only 1 hp, our defence was efficient!
  • The Frozen Fist can endure a LOT of punishment, very useful in this scenario.
  • Hail can inflict really impressive damage, a good fit for the brittles I put on the board.
  • Anaphi is a low hp summoner, that’s tricky to play. I’m sure Math will find a way to make it work though.

Frosthaven – Shoreline Scramble (91)

This scenario is linked with Frozen Treasure (90). Last time we were exploring some icebergs and, it was bound to happen, our ship have sunk. Again. Seriously, I think it’s like the third time.

We’ve managed to reach the coast but there’s a bunch of Lurkers blocking our way.

To win this scenario we simply have to escape by reaching the end of the fifth map tile. Going over the edge of the starting tiles unlock the next one and then again for the last one.

Characters

  • Zam Boni the Frozen Fist (David) lvl 5, big dude but very graceful on ice
  • Satha the Mayor of Frosthaven (Math) lvl 4, taking matters into her own hands
  • Hail the Irritable Enchanter (Guillaume) lvl 4, will she get irritated enough to care?

Closing Comments:

  • You don’t have to fight anything on this one. Some crowd control and good movement cards helps a lot of course..
  • Beware the elite Lurker Wavethrowers though, they have an immobilize on their attacks that can really complicate your escape.

A glimpse of Tower Dungeon 3

Not included in my « glimpse »: Book 2 ended with a great cliffhanger, cruel in every possible way, and Book 3 starts with an awesome scene resolving it. Really gruesome stuff, very dark I’ll say without going into spoiler territory. I love it.

Book 1

Book 2

After their ordeal they’re back in the spiral stairway.
There’s people coming the other way. But sometimes people can be worse than monsters, are they dangerous?
Turns out they’re not.
They’re all the way up to Level 59, but now there’s this little problem.
Indeed.
An echo? There’s a vast area ahead.
Looks like a Boss Level…
This winged insect-like monster is this world’s version of a Basilisk. Has the same turn-to-stone gaze as usual and has very good protection with its carapace. Nice monster design.

That’s it for today.

There’s five books published (and translated) to date. It’s an awesome dungeon-exploration manga, I really like it.

Palantir Quest (1994): look at those ballz (review part IV)

We’re now covering chapters seven, eight and nine of the adventure. With the first two doing all the wrong things in a rpg book and with the latter being actually interesting.

Part I

Part II

Part III

The adventurers have found the locate spell in the Royal Library of Annuminas and upon reading it, they get a strange vision whereas one player get to make a bunch of rolls, of course, and then learn three things:

  • There’s in fact two palantiri to be found!
  • They’re in a cave near a rocky shore.
  • Somewhere in the Bay of Forochel in the North.

The Plot Must Go On

Now they must get back to Tharbad as instructed. Commander Cilis requisition a boat, a crew and twenty fighting men to go with them. Before they can leave though, their boat will be the target of sabotage. The player characters can try to pursue the arsonists but as written they’re just impossible to catch. However, a Medium perception roll reveals a document detailing the plan for sabotage and written on a concert program coming from the Juggler’s Hall. Hilariously, if the PCs failed to get this clue they’ll automatically find: « Three, round, wooden balls uncomsumed by the fire also serve as a clue (they are juggling balls) […] ». Just to be sure that the players make the connection (or more likely, shrug it off).

And that was the whole of chapter 7, showing the players that they do indeed have opponents, the kind that bring their juggling balls everywhere they go, whatever they do.

« The Evenstar leaves Tharbad with sailors still repairing the fire damage resulting from the efforts of the saboteurs. »

After 12 days and a check on the seasickness table, the boat is now on the open sea north of Forlindon and gets caught in a tempest. The Evenstar manages to take shelter on a natural bay of the Isle of Himring. Why don’t the PCs go explore a bit while the crew make the necessary repairs?

On top of the steep cliffs lie the remnants of the fortress of Himring, which has an impressive backstory (taken from the silmarillion) as it was built in the First Age by the Noldo Elf Maedhros, the eldest son of Fëanor (and almost a demi-god really), as part of the defences against Morgoth. The structure, originally 900′ feet tall, is almost erased aboveground and what the PCs get to explore is that:

So, hmm yeah, a bit underwhelming isn’t it?

This is chapter 8.2.1 and it’s rightly titled « Digression on the Isle of Himring ». This « digression » it must be said is haunted by the 60th level (!) ghost of Uldor the Accursed, a First Age man who sided with Morgoth and is paying in his afterlife for his bad life choices. This Uber-ghost does have a stat block provided and, unsurprisingly, he’s a beast with 145 hit points, a +205 scimitar attack , +55 defensive bonus and can only be harmed by Elven made weapons, hugely outclassing the adventurers. Except that he’s been nerfed, his sword attack does no damage but inflicts a 1-5 temporary constitution loss (don’t forget that it’s Rolemaster, a character has most likely 60+ constitution) on the target. They still have to harm him with an Elven weapon though but serendipitously, this 7’8 »’ elven dude Maedhros has left his 12′ practice 2-hands sword there to be picked up millennia later. A very unwieldy weapon to be sure, even for a super strong character, so what we’ll be getting I think, is the most inefficient duel of all time. Just picture this ghostly warrior howling in frustration with his sword going through his adversary without apparent effect and his opponent just having a hard time swinging his final fantasy weapon around…

That resolved, there’s many other very strong magic weapons and other precious items to be found in fact, if the adventurers get part the locked doors on each side and get their hands on them.

Hmm, a totally uncharacteristic amount of treasure, including magic items, in one haul. Something fishy going on?

Leaving the Isle of Himring behind, there’s a few more days of travel before arriving at the Ice Bay of Forochel. The read-aloud says that the bay is a full 100 miles long and the plan is simply to follow the shoreline until there’s something worth investigating.

Which happens a few hours later, the PC who read the locate spell and received its vision recognizes the headland. It’s the spot!

They enter a cave:

The adventurers found the palantiri! Hurray!

And then they get screwed BIG TIME.

Because you see the bad guys are already there, hidden. Remember the guy with the disturbing laughter from the Juggler’s Hall? His name is Vacros and he’s here with 60 men, his damaged ship now sunk and the plan is to capture the PCs’ ship and leave with the palantiri…

« The GM is warned that Vacros’ success is crucial to the plot of the campaign: the ruffian should obtain both Stones and leave the PCs stranded in the Ice Bay. This does not mean that a fair fight won’t ensue, merely that Vacros must win. »

So a rigged but fair fight. Huh huh.

There’s nothing the PCs can do.Their boat is gone. Their equipment is gone and bye bye the cool stuff you just found like an hour ago.

Okay this is like all the worst sins a GM can do combined into that last scene but at least the coming chapter is interesting.

It’s about surviving.

And making allies of distrustful locals. Fighting dangerous beasts. Exploring lairs. Making a deal with a dragon.

All very nice.

And a somewhat restored agency to the players. Of course, the chapter is only nine pages long, it could have benefitted from being a bit more meaty.

Which way will you go?

Next, we’ll witness a wild goose chase going all over the place because clearly 3000 miles is not enough for an epic adventure. And then I might have some suggestions on how I would do things with the more interesting concepts of Palantir Quest.

Part V

Palantir Quest (1994) – dungeon à la sauce Rolemaster (review part III)

I’ll be dividing my review of Palantir Quest in something like 7-8 parts I’m thinking. Yeah I’ll be quite thorough with this one, I’m not exactly sure why I feel the need to do so to be honest. On the one hand I don’t think there’s ANY real review of this product that exists at the moment. On the other hand I would be really surprised if someone was waiting for it at all. So that’s one of these things, just for the heck of it…

Part 1

Part II

We’ll now be examining the content of chapter five and six of the book. The player characters are leaving behind the kingdom of Rohan and should reach the reconstructing city of Tharbad into the Eriador region after a journey of about seven days.

There’s one fixed event on the road whereas the PCs have the opportunity to save a wounded Eriadorian guy and defeat some hostile nameless Dunlendings. In similar fashion to the earlier chapter, the rescued NPC will ask if he can be escorted to the next point on our map, in this case the town of Larach Duhnan. There, the PCs will have to take the soul-rending decision of which of two inns will they sleep in for the night. As there’s nothing to do (and no npc roster), I suppose the Game Master will encourage the PCs to leave asap and get to Tharbad not that far away.

Maybe it’s time to address somewhat of a big flaw of the book: there’s no sidequests hooks anywhere to be found to go along each chapter’s background history, truly excellent maps with keyed locations, nice buildings layouts and a « People of Note » section. Of course a GM worth its salt can add his own but it’s still a glaring omission.

Then, the player characters reach Tharbad and, as they were told to do so by the Royal Seer back in Minas Tirith, meet Commander Cilis in the restored Royal House. The latter expresses his doubts that there’s any books left in the library, he has seen it a few years ago and it is « no more than a moss-covered ruin ». They also meet Chief-Engineer Hearon who brings them on a tour of Tharbad and we get: « this is a good opportunity for the GM to adlib some meetings with the multi-cultural work force enjoying a well-earned drink in the cool evening air. » Nothing else from these two NPCs, not even a if you happen to find a… or a be on the lookout for… You know, something signaling opportunities, danger, anything!

I’ll note that Tharbad, with a bit of work, would make a very interesting homebase for adventurers as it should have a central role to a resurging kingdom of Arnor (northern Eriador) with its strategic location and afflux of newcomers.

So after after this talk with two NPCs and a rest at the Royal House, the adventurers will leave Tharbad behind and go further north.

Fortunately things will get more eventful in this next chapter.

It takes about 10 days from Tharbad to reach Annuminas, with a stop in-between at the town of Bree. But before reaching Bree: « The air is oppressive. You notice standing stones and strange monoliths littering the downs to the west. Strange, unnatural hillocks deform these western ridges. As you contemplate the scenery, a small figure runs across the hills waving its arms frantically and shouting in a high-pithced voice. »

The player characters have the opportunity to save the hobbit’s friend who was foolish enough to enter a barrow (as in Barrow-downs) – as a great pastiche from The Fellowship of the Ring (the book, it’s absent from the movie). The barrow, Lord Ravenor’s tomb, is a small eight-keys dungeon. There’s two wights within in one corner of the dungeon performing their morbid ceremony on the poor unconscious hobbit. There’s some treasure to be gained too: a few pieces of jewelry, gold coins, a nice magic ring (not powerful but useful) and some magic arrows.

Serviceable and, like I said, a nice pastiche.

After that, the PCs arrive in Bree. It is assumed that they relax a bit at the Prancing Pony, of course, I mean why not, and then continue on their way.

Top-notch art, as Middle Earth/ I.C.E. products were known for.

And now in Annuminas.

The city is completely in ruins, has been for centuries. The map (below) provides us with 10 keys but except for one (the Royal Library), they’re only for ambiance (i.e. « King’s Star Tower. A half-ring of stone remains from the royal observatory. It provides a sheltered camp site. »). There’s no encounters table provided either, though I suppose one could use the Old Arthedain‘s table of the Roadside and Wilderness Encounters found with the others at the end of the book.

Annuminas is not completly empty as there’s a family of seven trolls (3 males, 2 females, 2 youngsters) having a camp, guess where? Right at the PCs’ objective: the Royal Library! But I’m not really complaining, players must have challenges to overcome after all. The trolls would be quite dangerous to fight without a solid plan, probably impossible to beat in a fair fight in fact. Which is fine by me.

The trolls dealt with in some way or the other, the adventurers are free to explore the Royal Library. There’s not much aboveground anymore, a building with half of its walls ruined, but stairwells lead underground. An undergound library? That’s a terrible, terrible idea for books conservation! But, er, yes, maybe there’s some magic involved, let’s not delve on that too much.

« The most valued records and documents were removed from their ordered resting places to occupy the largely vacant shelves of the buried lowest floor of the library. Hasty but deadly traps were contrived and armed to protect the wealth so carelessly assembled. Then the last, brave, hopeless men turned to fight and fall to the hordes of the Witch-King. »

The Royal Library is a single Level dungeon with 29 keys, the only « real » dungeon of the adventure, such as it is.

(Side note: Not surprising, dungeon-crawling isn’t a primary feature of the I.C.E./MERP books. There is certainly some to be found of course and you know, there’s this little thing called the Moria fortress in the series. I guess you could also include Dol Guldur, Mount Gundabad and Angmar. Well, it’s more like stealth missions than dungeon-crawling as a real assault on either of those places would be suicidal even with high-level PCs.)

So, the closest thing to a dungeon in a MERP book let’s say. Let’s take a brief look at it.

Now the first thing that strikes me is that it doesn’t look like an underground complex at all. Yeah I know we must be lenient with dungeon architecture but this isn’t what I mean. The room at the center that you reach with either stairs is the Central Dome. Now, height isn’t mentionned anywhere for any locations so maybe there’s enough space for a dome. But way more revealing are rooms 5 and 7, East Garden and West Garden (which are in fact North and South on the plan, oops): « broken glass allows the filtered rays of the sun », « Prolific greenery has overflowed », « A reflecting pool filled with rainwater, sketchily mirrors the green splendor surrounding it. » This seems obvious to me, this is a refurbished dungeon (not the first time I see this), for an aboveground structure and the authors didn’t changed everything (or much?) from its original purpose.

With that out of the way, lets get back to the entrance.

The two stairs are both on the verge of collapsing and won’t support the weight of more than three men at a time. The way the Rolemaster system works, it’s odd but this is considered a trap and you have to detect it (Very Hard -20 and Extremely hard -30 for the other staircase) and somehow you can disarm it (?) (Sheer Folly -50 in both cases). One of the two staircase has also a (+10) fireball trap set off by the mere presence of intruders. That’s weird design. Shouldn’t the PCs just see that the staircases are damaged and take precautions if they wish so? Even more problematic is that there’s no way to know about the fireball trap – any dungeon designer worth his salt will give some realistic hints – a visible rune, some traces of burning or an incinerated badger maybe? Something to induce players agency you know.

So, a roll for this, roll for that unfortunate tendency I’d say.

But the PCs are now inside (and a bit crisped if they chose the wrong stairs). They already have the Royal Library’s master key from the start of the adventure, convenient as almost all the doors are at least « Extremely Hard -30 » to lockpick or will set off a spell if forced open. They have to find a specific book within the library with 20 out of 29 rooms having books in them. The objective is like sixty feet away from the entrance but the PCs will have to search randomly room by room, or maybe they have the right Seer spell available and will find the right room and the book in like 5 minutes, that’s a possibility. If not, what they have to contend with is mostly a handful of animated statues and hostile spells at almost every door. There’s also a 10% chance per hour of a ghost of one of the deceased librarian to appear and simply attack the PCs.

The books they’ll be finding everywhere are mostly abstracted (this section has lore on beasts, this one on astrology and so on) except for a few canonical ones (i.e. the silmarillion). No value is given to any books and nothing else can be found in the vicinity. Well, this isn’t a gold for xp game but still, unfun.

I’d say overall, the dungeon has good texture (rooms descriptions are nice if impractical), but it’s severely lacking in interactivty.

To be blunt, I don’t think this dungeon is worth it as is nor is the work of adapting it to one’s campaign unfortunately.

Adventure-wise, we have reached the next milestone, the PCs have obtained the spell to locate the palantir and will be sent to retrieve it.

Coming up, after a digression or two, we’ll see the adventurers become arctic explorers!

Part IV

A glimpse of Tower Dungeon 2

Book 1

Just a glimpse, as advertised and focusing on the dungeon.

The trio of adventurers have to go up all the way to Level 100 of the Dragon Tower, which by the way is still very low on this oversized megadungeon.

They found a way to Level 15 but it’s blocked by two of these dangerous guardians, better seek another way.
Navigating this confusing Level isn’t easy.
But with careful mapping…
That didn’t worked that well.
Fortunately, diplomacy can go a long way with some of the Tower’s denizens.
And with their help they get to a spiral staircase that go all the way to Level 80! That’s a massive find!
But it’s never that easy in dungeon exploration…

Book 3

Palantir Quest (1994) – players are actors (review part II)

Just to be clear, I’ve never ran this adventure (nor played in it).This is a 3 decades late, external look at it we might say.

Part I

At page 14, after having informed the Game Master of relevant background information, the adventure begins with… extremely long read-alouds.

Well-written mind you, interesting for a true Tolkien aficionado perhaps, but boy if my mind would drift away as a player if I was read all this by someone!

But notice, between two grey boxes, a first challenge for the player characters! On how to deal with a « ten-foot portion » of muddy road. Yeah, well, small beginnings and all that…

Railroading into Middle-Earth’s 4th Age

(Side note: There’s a big hint on how the adventure will present itself on chapter 1.0 Guidelines: « Fantasy role playing (FRP) is akin to a living novel where the players are the main characters. Everyone combines to create a story which is never short of adventure. They help forge a new land and strange new tales in which the characters are forever immortalized. » (bold emphasis is mine)

After their mission briefing by the Royal Seer, the Player Characters (PCs) are ready to leave Minas Tirith.

The utlimate goal is to retrieve the lost palantir but in order to do that they first have to reach the Royal Library in ruined Annuminas in the north, to find a tome of spells that will help pinpoint its location. First stop is in Rohan in a place called The Juggler’s Hall.

It takes 10 days of travel to get there and somewhere in the middle we get this fixed event: upon arriving at the Inn of Greys the PCs see that it’s being attacked by bandits and the adventure just assumes that the PCs will intervene (and to be fair, why wouldn’t they?). Upon defeating the bandits the PCs meet Turibor the minstrel who’ll ask if he can accompany them on their journey north. This guy is a key NPC, I mean key as in unlocking another scene kind of thing. He’s the one who will bring the PCs to the Juggler’s Hall and if you had players that were expecting to go to Edoras and meet rohirrim riders they’d better forget about it, aside from taking new horses nothing happens in Edoras. No, instead you get the Thespian Intrigue in the Juggler’s Hall, involving the PCs in a theatre play (about the kin-strife that happened in Gondor, again. not really a nice fit for Rohan). The leader of the Wandering Conscience Company will offer 10 silver pieces and a choice of nice clothes to each character, for participating (acting) and help guard against sabotage from a rival company.

I’ll add that the Juggler’s Hall is oddly, really in the middle of nowhere, but it’s also a base for smuggling operations so there’s that. Talking of smuggling, there’s a bit of foreshadowing in this chapter as it’s mandatory that the PCs witness two NPCs shaking hands in « business-like fashion ». One of these NPC « may draw attention to himself by way of his disturbing laugh ». BUT: « However the PCs should be given no grounds to become suspicious of him ». Well, good luck with that Game Master! Hey players, here’s this fixed scene involving two shady NPCs, one has this disturbing way of laughing, y’know like a cartoon villain would laugh just sayin’, but don’t be suspicious! No no no, no reason at all!

And then the Thespian Intrigue.

The play itself is nicely conceived I’ll say, with a nice plot as mentionned taken from the kin-strife period (a Cromwell-like usurper gets hold of power in Gondor) and plenty of stuff happening (including a real knife stab (instead of a fake one) that the PC victim should try its best to go along with so that the play isn’t disrupted!). Of course the whole thing is nonsensical and out of place (irrelevant to the mission) but I’m pretty sure it could be great fun for the players. The Game Master though, in true Rolemaster fashion, has the cumbersome job to evaluate which + and – to use in the provided chart and get the results for the « Audience Appreciation Level » (AAL): « Having totalled the appropriate modifiers, the actor should roll on the appropriate column. The result is the number to which the GM must roll equal or less than in order for the AAL to increase by 5. If the GM rolls over the number, the AAl decreases by 5. At any time, an AAL of 0 means that the audience boos the company off the stage and leaves, while an AAL of 100 means that the audience immediately rushes the stage in a frenzy of hero worship and adulation. If the play end naturally, then the AAL should be added to an open-ended roll on the Hard column of the maneuver table, and the result is the number which the GM needs to roll under in order for the critics to like the play. »

Phew. I wonder why Rolemaster isn’t a popular system anymore!

Anyway, the PCs can get a substantial bonus reward (or not) depending on how well the play went and also experience points based on what happened so far or « as we recommend, he or she may just award points in a subjective fashion corresponding to how well the players are able to cope with the stress of being onstage ». How well the players cope with the stress of being onstage. Wow, that’s a weird thing to say. I thought the players were like, around a table with pens & papers & dice, not onstage.

This concludes this chapter, a weird one for sure. Next the PCs will leave to continue their journey to Tharbad, en route to the ruined city of Annuminas where they will get to explore a dungeon! Yay!

Part III

A Most Devious Mussel

Brought to my attention by my wonderful wife.

What you see below isn’t a fish but in fact the freshwater plain pocketbook mussel (Lampsilis cardium) displaying her lure mimicking a fish. This sacrificial body part serves to attract a predatory fish and, when chewed upon, will rupture and release parasitic larvae inside said chewer. These larvae attached to the host’s gills will then feed and develop and y’know, live their life at the expense of somebody (just not their parents) until they’re ready to leave.

Okay, that’s not really rpg-related but c’mon! Baiting, camouflaging and parasitism all in one? It begs to be adapted into a monster!

Frosthaven – Frozen Treasure (90)

Satha, Math’s character has the personal quest of destroying a number of undead monsters whilst using the Axe of the Abyss to do so. The axe is a « spent » item, meaning that a long rest is necessary in order to use it again. So this is one of these funny situation where in order to achieve a game goal you have to completely forego verisimilitude (i.e. resting abnormally often) to be efficient about it…

Characters

  • Zam Boni the Frozen Fist (David) lvl 5, big dude but very graceful on ice
  • Satha the Mayor of Frosthaven (Math) lvl 4, taking matters into her own hands
  • Hail the Irritable Enchanter (Guillaume) lvl 4, will she get irritated enough to care?

We’ll be fighting on 4 different icebergs that often join together (as determined by a random counter). Unfortunately for my character who gets all kinds of benefits from ice, there’s oddly no ice tiles on these icebergs.

This is a straighforward kill them all scenario, except that the frozen corpses are not mandatory to kill but give good money if we do.

Closing comments:

  • Easy scenario, fun, a bit too constrained though (no shooting across or teleporting to another area). We’ve stretched it in order for Math to achieve his PQ. And he did, yet another new character next time!
  • We could afford to kill all the frozen corpses and thus earned good money.
  • Satha was a flexible and useful character, she’ll be missed.