
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.








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.







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.

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…
(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!
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…

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.









I’ve been rummaging through my collection of (twenty-something) I.C.E. middle-earth books lately. I could get good money for them – last time I checked Palantir Quest in particular was on sale for 175 usd on ebay despite being in terrible condition (mine isn’t much better!). But y’know, I’m quite sentimental about these, they are the first rpgs books I’ve bought, some thirty years ago, at age fourteen-fifteen with my hard-earned money as a field hand at the time.
So, no selling.

Palantir Quest is in fact an unusual one among this collection as being the only long format Adventures book among much slimmer adventures compilations. All the others in the line are sourcebooks, or « citadels » as far as I know. Incredibly detailed and well-researched sourcebooks I must add in case you haven’t heard of them, something that doesn’t exist anymore in rpgs I think, that required an entire team of dedicated people to do. Something to be nostalgic about no doubt. Keep that in mind if you please, because I’ll be a bit harsh with this one: I.C.E’s sourcebooks were absolutely great.
But back to our current subject.
From the book’s back cover: « Strange portents in the great Seeing-stone of Minas Tirith give promise that one of the lost palantiri of the North has returned to the lands of Men. Can the adventurers find this legendary treasure and bring it to King Elessar? Rogues of the wilds, blizzards out of the Forodwaith, and the greed in Men’s hearts all conspire against them. »
The premise is quite interesting, unlike most of what has been published by I.C.E. this adventure takes place some years AFTER the events of the Lord of the Rings. Sauron has been permanently defeated, what remains of his forces has been scattered away and Aragorn, as the ruler of both Gondor and Arnor is now known as King Elessar. This is the begininng of a new era, the 4th Age of Middle-Earth, and what better news to go with this time of triumphant joy than the resurfacing of a long-lost palantir that could help unite both halves, North and South, of this new victorious kingdom?

Yes, thank you Elon, very impressive.
But you need two palantiri to do that.
Aragorn/King Elessar has the one from Orthanc of course and the one that Sauron had has been destroyed (or is lost, buried under the ruins of Barad-Dur presumably) and Minas Tirith’s palantir (this book says) has been unfortunately imprinted by Denethor’s last moments of agony (a rather unpleasant sight to behold), this is why finding this other palantir would be incredibly useful.
Enter the PCs.
(Side note: Suggested starting level is 4, the PCs are presumed to have some prior accomplishments. There’s also a provided list of pre-made characters as well as suggested eventual replacement, one for each chapter.)
They’ve been convoked to Minas Tirith by NPC Tarquillan, the venerable Royal Seer, to do the king’s bidding and find the lost palantir of the North. Or not exactly that way – they’re told that a spell from a tome called « A Treatise on Subtle Magika » has been discovered to exist and (much faith has been put into that it seems) it could be used to locate the palantir that has only been glimpsed at. (a written spell? a bit peculiar to me thematically speaking but okay, let’s get on with it). The most likely location of the tome is in the Royal Library of the ruined city of Annuminas.
Unbeknownst to the PCs and their employer, Taladhan, a powerful evil magician no one has ever heard of (he apparently hasn’t got the memo that evil has been defeated) who’s scheming from his hideout in faraway Greenwood, knows everything about the plan to recover the palantir because the Royal Seer’s assistant in fact spies for him. Very astute of him to have put a spy there I must say, just in case there would specifically be news from a resurfacing palantir. But anyway.
Thus begins one of the most Tangential Fetch Quest in the history of RPGs. Probably.
Math, with his new character, has the personal quest of slaying a bunch of different undead monsters using his Axe of the Abyss. So here we are, with an optional scenario that got Ice Wraiths in it, among other things.

We have to kill the Lady in White, an evil spirit that hides in the forest. This a simple destroy the objectives (three trees) scenario with a mini boss at the end. There’s one complication though – each time a tree is hit and not destroyed right away, they spawn a black imp.








Short session with one big fight taking a big chunk of it. Very dangerous situation that they got themselves into and the PCs had to flee again.
1h30
Gunderholfen by G. Hawkins: https://www.drivethrurpg.com/en/product/265629/gunderholfen



I briefly mentionned Blade & Bastard in an earlier post and if you’ve been reading my blog a bit you know I’m a big fan of Ryoko Kui’s Dungeon Meshi (Delicious in Dungeon). Tower Dungeon by Tsutomu Nihei (author of Blame!) would be another one in this rare breed of manga that goes DEEP in the dungeon aspect of fantasy.
Or maybe I should say HIGH, ’cause y’know, it’s a TOWER DUNGEON…









I should add that Tower Dungeon is kind of the opposite of something like Blade & Bastard (or most fantasy stuff really) that follows a set of fantasy conventions to a fault. Most things in Tower Dungeon are unique to this original setting as far as I can tell.
Highly recommended!
Edmond had this idea of acquiring some sort of ballista on wheels and I had to explain the impracticality of it inside a dungeon environment sadly. Could have said yes and he wouldn’t have get past the chasm and rope bridge of Level 1 and crushed his dreams that way…
Short session: 2 hours.
Gunderholfen by G. Hawkins: https://www.drivethrurpg.com/en/product/265629/gunderholfen



Our family just did a no-screens weekend as a kind of mental detox. No computer, no tv, no cellphone, no nothing. And it went so well that the kids would do it again every other weekend!
And guess what doesn’t need any screen? You got it.
3 hours session
Gunderholfen by G. Hawkins: https://www.drivethrurpg.com/en/product/265629/gunderholfen



« Crumbling buildings from a forgotten age and cracked, worned streets stretch away through dim, gloomy mists.The cavern walls soar upwards out of sight, the space ahead vast and foreboding. Fallen walls, piles of rubble and shattered stone line the streets, the air heavy with the stench of fear. »

I’ve been reading two new mangas, published recently, both interesting and heavy on dungeon-delving but very different in style: Tower Dungeon and Blade & Bastard. Tower Dungeon is the more interesting of the two in my opinion and I’ll probably talk about it soon enough, but today I’m gonna talk about the other one, or more precisely I’m gonna talk mostly about the inspiration source of Blade & Bastard – the original video game Wizardry that started it all.

What intrigued the most in Blade & Bastard is one of its main theme that the main protagonist explains to a rookie adventurer- you can die in the Dungeon – in fact, there’s a really good chance it will happen sooner or later if you keep at it – but other adventurers may find you, bring your corpse to the Temple of Cant and you can be resurrected (paying the Dime of course) and be back to adventuring. There’s also a pretty high chance that the resurrection magic doesn’t work, in that case, it it most certainly God’s will, or so the priestess says, deeming you worthy of an afterlife instead of sending you back to your adventuring life. NO REFUND. Or maybe the ritual has been botched… Who can tell?
So one thing leading to another, in a full on autistic endeavor, I’ve decided to try the steam’s re-mastered version of the first Wizardry video game, with all the « retro » options on. If I’m to believe the game’s blurb the only difference with the original (apart from vastly improved graphics, music and sound effects) is some corrected bugs that afflicted the original, the gameplay and content is essentially the same.

https://store.steampowered.com/app/2518960/Wizardry_Proving_Grounds_of_the_Mad_Overlord/
I still enjoyed a lot the game, the playful nature of the dungeon’s levels, the joy of discovering secrets, of understanding what has to be done in order to survive, of gaining new spells that offers a new quality of life suddenly, etc. Apparently I was underlevelled for this big fight too. And my whole team had some bad rng for hit points gains except my priest I think, with my front rank not that great for tanking hits. But all that said, it’s gonna take a while before I play this game again, the grind needed to win it is painful and my leisure time is limited. But you have to respect Wizardy: proving grounds of the mad overlord, both for the challenge it offers and its legacy. A legacy particularly important in Japan due to some twist of fate, where it inspired a multitude of sequels and spin-offs.
And that leads us back to the Blade & Bastard manga wherein we can see all of the wizardry’s quirky gameplay on display but with the narrative format that allows to explore its universe from other angles, as with the aforementionned resurrection in the Temple of Cant. As a player of the video game I had some incentive toresurrect some of my characters, but only if it meant keeping a good character instead of the grind of building another one from the ground. In an immersive story it can mean much more obviously, getting back your fellow adventurers, long time friends and such.