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 as 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 was punished in afterlife for his lack of judgement. 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 » 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. 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 along 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 there’s 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 suspicious 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.

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