Showing posts with label Lord of the Rings. Show all posts
Showing posts with label Lord of the Rings. Show all posts

The Back Door to Narâgzâram-gathol

Last September, Scott made some dice and cards for procedural generation of a dungeon adventure. As for the ruleset, we started with Sfiligoi's Sellswords & Spellslingers and mixed in some of The One Ring roleplaying game published by Cubicle 7. The result, with a LOT of innovations during the course of play, is something we called Dungeons Deep & Caverns Old.

I'm not going to get too detailed about our rules, the core of which are lifted out of Sellswords, but the basic framework is that play is divided into Exploration Phases and Encounter Phases. The players each take on the role of a Companion and together explore the dungeon in the former phase and fight off its denizens in the latter.

During the Exploration phase, dice are rolled to determine the size of the dunegon room the Companions enter, how many doors it has, including whether they begin opened or closed, and the content of the room including what kind of monsters. If monsters aren't attacking the Companions, they can also search furniture and, as the case may be, try to detect and disarm traps or solve other puzzles. As soon as monsters appear, the Exploration Phase ends and the Encounter Phase begins.

During the Encounter Phase, the Companions take turns making Activation Tests and take as many actions as successful tests, to a maximum of three. Each failed test results in a draw from the Encounter Deck, which is (partially) how the monsters act. The activation test is made on a d20 and the difficulty is equal to the current Shadow score of the dungeon. The Encounter Phase ends and the Exploration Phase begins when all the monsters either flee or are otherwise defeated.

Shadow is equal to the number of explored rooms plus open doors to unexplored rooms. Other events, some of which are in the control of the Companions (such as smashing down locked doors) also increase Shadow. The idea is, as the Companions venture deeper into the dungeon and arouse the ire of more and more monsters, the strength of the Enemy's servants wax.

But a light shines in the darkness! Each Companion has a stat called Hope, which can be spent to mitigate the Shadow and there is also a pool of Hope, called Fellowship, that can be spent by any Companion. Most Companions add a single point each to the Fellowship pool. But Hobbit Companions, although not always that handy in a fight, contribute two points each to the pool.

A couple weekends ago, the bug hit us again and so Scott wrote up a scenario for a return to the dim, dangerous delvings of Middle-earth.

Before giving, to the best of my memory, a room-by-room account of the quest, let me show you a picture of the overall dungeon at the end of play. Scrolling back up to this picture might help you understand the course of our adventure a little better as I describe it.


The first room is the one directly in the center, with the open door facing the camera's point of view. And that is where we will begin the story of the quest ...
Ulfrid Cleftfoot, Second Underchamberlain of Erebor, has tasked the Companions with recovering an ancient relic of the House of Durin. Said to have been lost 400 years ago during the War of the Dwarves and Dragons, the Hammer of Grór is a valuable heirloom to the Dwarves of the Iron Hills. 
The hammer is believed to be deep within the armories of the lost dwarven hold of Narâgzâram-gathol in the Gray Mountains. Unfortunately, the hold is currently occupied by troops from Mount Gundabad. Entry through the front gates is out of the question due to orc activity. Even the losses of the Battle of Five Armies has not seriously depleted the numbers of orcs infesting that hold. 
Fortunately, an ancient map was unearthed in the archives of Erebor which mentions a back door to the hold, accessible from the its extensive mine workings. These mines can be reached from a little-used and partially ruined outpost. Once the Back Door is found, the Companions could more easily enter the hold. 
The Companions have journeyed through the foothills of the Narrows of the Forest for weeks, and have finally reached the outpost. A dark and crumbling portal hidden behind scrub and bushes awaits them ...
Five Companions joined the quest for the outpost: a Dwarf Warrior of Erebor, a Smuggler out of Laketown, a Woodman of Wilderland, a Ranger of Mirkwood, and Loremaster of Rivendell.


The First Room was deserted and seemingly long disused. The Companions found doors on either side of the entrance, which for convenience's sake we will call to the east and to the west. The west door was locked and rather than fiddle with it too much, we decided to open the east wall portal. Note the open door to the dungeon itself does not count toward the Shadow score.


The Companions found no monsters guarding the Second Room, either. But they did find three ancient tombs, protected by cunning artifice of ancient Dwarven-make. The Loremaster recognized one of the tombs as a Dwarfriend of old, a rare Man who earned the respect of the grim folk of Aule. His grave, however, had been disturbed. Perhaps some relic of his friendship with the Dwarves might be found deeper in the outpost?

As you can see in the picture, indicated by the black d12, the First Room, the Second Room, and the open doorway in the north wall of the Second Room add up to Shadow 3.


The Companions heard skittering and snickering through the open door to the north and discovered, in the Third Room, an ancient scriptorum covered in thick sheets of cobweb. Giant Spiders lurked in the dark corners of the ruined repository of lore while their Goblin herders goaded them on. After making short work of these pests, the Companions opened the door on the eastern wall of the scriptorum.

Because the second door of the Third Room began closed, the Shadow remained at 3. This is because open doors between explored rooms do not add to the Shadow. While Shadow is low, it is easy to risk taking all three activation tests per Encounter Phase round per Companion. So early on, the Companions have a pretty easy time of it. But as the Shadow grows, it gets harder for the Companions to pass activation tests and correspondingly easier for the monsters to act or for other nasty surprises to crop up.


The Fourth Room was a narrow corridor dominated by a fountain, which appeared to water the hideous giant spiders as well as a Cave Troll!

Most monsters in DD&CO, called Minions, appear and act in groups. But more powerful monsters act alone. Both these Loners and Minions have a certain amount of Hate points, the counter to the Companions' Hope and Fellowship, which are spent to make powerful attacks or activate other monsters. The Cave Troll, for example, can make a sweeping attack against multiple Companions. Provisionally, Minion groups also flee when they are reduced in numbers below their starting Hate points. Unlike Minions, Loners can only be wounded by critical hits.

With the Cave Troll and Giant Spiders defeated, the brave (or foolish?) Woodman drank from the fountain - which meant rolling on a table to see what happened! Just normal water this time ...


Through the open portal on the north wall of the Fourth Room, the Companions entered another narrow corridor, the Fifth Room, littered with the ancient bones of Dwarves and crawling with Goblins. After dispatching the Goblins, the Companions decided to double back to the Fourth Room and try the closed door on its south wall. The open door the Companions left behind counts for the Shadow score, which is at this point 6. The final room and encounter of the dungeon appears when the Shadow reaches a number pre-determined by the scenario, in this case 11.


The south door in the Fourth Room proved locked and the Companions could not pick the lock so we smashed down the door, bringing the Shadow up to 9! Behind the ruins of the door was a quiet library, the Sixth Room, where a couple of Goblins uselessly perused the Dwarven codices. Although these Goblins were handily defeated, there was so much to search in the library that we needed to make several Wandering Monster checks, which need to be made once per full round of Companion actions during an Encounter Phase. We ended up getting bogged down as several patrols of orcs and eventually the Gundabad Captain himself appeared!

So how do the monsters defeat the Companions? If any Companion is slain, everyone loses. Companions have several stats that track their condition during an adventure. Each has an Endurance and a Fatigue stat. Endurance works like HP; successful monster attacks reduce it. Companions also start with a certain amount of Fatigue based on their equipment but can gain Fatigue points during the adventure from certain monster attacks.

Once Endurance is reduced below Fatigue, a Companion becomes Exhausted and can only attempt one activation per Encounter Phase round. Once a Companion reaches zero Endurance, he becomes Wounded and cannot take any actions or recover any Endurance until healed. A Companion can be healed once per adventure and any Companion can attempt to heal another, although some are better at attempting it than others. If a Companion becomes Wounded after having already been healed during the adventure, then he is slain.

As mentioned above, Companions also have a Hope stat and Hope points can be spent to do various things like reroll dice or temporarily reduce the Shadow score. Hope cannot be recovered during an adventure, as a general rule. Additionally, Companions have a Despair stat which starts at zero but Companions can take Despair points as a result of various events, including seeing a Companion being Wounded or taking special attacks from certain monsters. If Hope is reduced below Despiar, then the Companion becomes Miserable and can no longer spend Hope or Fellowship points.


Having been pretty worn down in the Sixth Room, the Companions finally managed to forge ahead through its open north door into a smaller, grimier space. Lit by greasy campfires billowing stinking smoke up into a shadowy rift in the ceiling, we found the den of some Hunter Orcs and their disgusting pets from the chasm above - Giant Bats!

Because this Seventh Room had two open doors, Shadow now rocketed up to 11 (please no Spinal Tap references ...) meaning the last room lay beyond whichever of the two open doors the Companions next explored. But first there was the matter of the monsters. At Shadow 11, the Companions now had a less than 50% chance on each activation dice and the monsters correspondingly acted more often than ever.

We spent some more of our Hope and Fellowship points to try and mitigate the odds a bit, although we were mindful that whatever waited for us in the final room would probably require those resources, too. Still there was no getting to the last chamber without clearing this one and after a tough but efficient fight we crossed the penultimate threshold ...


Dominating the entrance to the mines of Narâgzâram-gathol sprawled a dark bubbling pool of sludge in which wallowed a foul wyrm! And as he uncoiled his slime-slick, scaly body to rear up in anger, a fell light shone from his awful slit pupils. A deathly miasma wafted off the disturbed scum of the pool and with a sickening burble, the corpses of dead men rose from the waterline. As the malignant drake gaped its hideous jaws, a whirl of black screeching bats descended from the ceiling to encircle its glistening head like a living crown of darkness.

None of us had a painted Cave Drake from GW so Scott used a charming old Grenadier sea serpent he recently found somewhere or other.

A roar of "Baruk Khazâd!" went up as the Dwarf Warrior, enraged to find such a filthy abomination coiled in the depths of the hold of his people, charged forward to strike at the wyrm before any others had gathered their wits enough to act. Soon enough the Loremaster was at his side, trying to carve through the shambling dead men, as the other Companions poured shots into the drake or else maneuvered into the room. The Smuggler charged in bravely but was scooped up by the Giant Bats and dumped into the muck. Again and again, the hideous beast's throat puffed up a spewed forth sickly greenish flame, as the Companions dodged its snapping maw.

At last the brave Dwarf Warrior of Erebor, his shield shattered and blood running from rents in his mail, sunk down to one knee. He had cut a few rents into the living armor of the horrible wyrm but it looked to have the better of him. Just as its open jaws darted toward him, and he steeled himself to go to his fathers in glory, the lunging head fell away with a deafening shriek! As its lifeblood spurted from its cleaved neck, the dead animated by the dragon's magics sunk into still piles of decay.

Game-wise, this final encounter was harrowing. Scott designed the dragon to use a breath attack whenever a Compion failed to hit it with an attack. But like all dragons of Middle-earth, this one had a weakness. After each breath attack, the critical range of successful hits against it doubled. The trouble was, every time Scott's Dwarf Warrior attacked, he missed, resulting in all of the Companions getting hit with the breath attack. Still, Scott stubbornly attempted to attack it.

It's possible, with some extremely bad rollings, for a Companion's shield and armor to break. Scott's poor Dwarf suffered both misfortunes! When the Dwarf seemed doomed at last, I rolled three activation tests and made all three. With my Elf's first action, I cut down a Dead Marsh Spectre blocking my path to the wyrm. With the second, I moved in. And with the third, I raised my Elven Great Blade - and landed a critical hit to impart the final wound!

In the wake of the battle, the Companions found the dragon's somewhat modest hoard and amid the gold and gems, we found the relic of the Dwarfriend who's tomb we had recognized in the Second Room. It was a shield, a perfect replacement for the one Scott's Dwarf had lost. We will undoubtedly give it some special rule - maybe Unbreakable?

I haven't had such fun gaming since I first started this crazy hobby as a kid. DD&CO is, in my opinion at least, a complete success so far.

Dungeons Deep & Caverns Old



Using Sellswords and Spellslingers, along with bits and bobs lifted from other rule sets or invented on the spot, we set about to some dungeon delving in Middle-earth.


Scott made up some custom dice to procedurally generate the rooms and their contents. We used the walls and doors offered by UrbanMatz and some furniture from HeroQuest and Mantic's Terrain Crate line. The front porch, as Tolkien might have called it, of our dungeon was a cozy goblin dining hall. Before dealing with all the goblins lounging around in there, a curious hobbit started exploring further until running into a corridor full of the Necromancer's minions - including a terrifying Morgul Stalker!



The frightened little hobbit slammed the door back shut and, with a couple of his hairfooted friends, desperately tried to hold it closed while the goblins screeched and pounded on the other side.


Meanwhile, another curious hobbit found himself face-to-face with a slavering warg! The plucky little fellow managed to stick the beast a few times but the other members of his fellowship could not save him from its snapping jaws. Poor little blighter.


Back on the other side of the dining hall, the goblins managed to smash down the door - just in time to be greeted by some grim Dwarves looking for a fight. The Morgul Stalker was unexpectedly tough but the Dwarves overcame him in round after round of furious mêlée.


Pushing on, the fellowship discovered a gruesome torture chamber. But everything was still and peaceful ... I suppose that only made sense considering we had slain six Moira Goblins, six Mordor Orcs, four Morannon Orcs, five Dead Marsh Specters, a Warg, and a Morgul Stalker in the first couple of rooms. Well, actually it was more than that as we had to recycle enemy models after a point ...


The surviving fellowship rummaged through the goblins' plunder, finding little of value. We really need better loot tables.


Charging through the only other doorway, our brave Men, Dwarves, and Hobbit beheld a terrible sight ...


A Cave Troll holding court over a horde of chattering Moria Goblins!


Strangely, this combat was a total breeze. I think we are going to need to make up original monster cards to better represent Lord of the Rings content rather than just using the ones available for Sellswords and Spellslingers via Wargame Vault.


It was getting late but we generated the next room and its occupants just to see what awaited. More Dead Marsh Specters, some Army of the Dead type guys, and a Barrow White. I wonder if it would have been as thrilling as the fight against the Morgul Stalker or a let down like the Cave Troll.


And here's an overview shot of the dungeon generated by the end of the session.


Demo AAR - Advanced Song of Blades and Heroes ... and Jungle!

I ran a demo game of Advanced Song of Blades and Heroes (hereinafter ASoBH) for my friend Doug this past weekend using some of his gorgeously painted models: Doug took on 3 Blightkings from Games Workshop's Age of Sigmar range against my six elves from GW's Hobbit range - four Mirkwood palace guards and two Mirkwood rangers. It was a fairly straightforward fight, this being a demo game.

now that's a clear cut situation with the promise of comedy - tell your friends!

Ancient trees gone rotten overnight, putrid carcasses of deer littering the seasonal trails, and the nauseating reek of decay hanging heavy amid leaf and branch ... something evil was defiling the forest - something a pack of Elven scouts had little trouble tracking down. The disease-ridden monstrosities made their lair in an old ruin. There were only three: one carrying a ponderous shield, another waving around a hoary axe in one bloated claw and a rusted sword in the other, and the third wielding an enormous scythe. The Elves choked back rage and contempt and prepared to close in ...

oh man look at those knife ears go

I won initiative and began by firing with my rangers in the woods at C on the map above while two teams of shield and spear moved up to B. Doug sent two of his Blightkings to flank the archers and the third, the dual-wielding figure, south to carve up one of the sword/shield teams. Because I gave the Blightkings the Lumbering trait, they couldn't "grab" the Elven rangers - who led them on a merry chase through most of the game. Meanwhile, the dual-wielder almost immediately cut down an Elf spearman. I moved the others in to support the surviving shield Elf, confident that Doug would keep after my rangers with his other two Blightkings.

The Blightkings all had Heavy Armor and Tough. Taking one down was an uphill battle even for three Elves. By the end of the first scrum it was also literally uphill:

new cocktail - pox on the rocks

I gave the Elves Q3 C3 and the Blightkings Q4 C4. We did not use the Leadership trait at all so Doug got a bit frustrated that his Blightkings gave up Initiative so ... willingly? (lazy bastards!) and seemed reluctant at best to take reactions. But they also had the Big trait, meaning I was only breaking even with them when I was fighting them three-to-one! And even when I had them knocked prone, their armor got them out of quite a few tight spots.

The dual-wielding Blightking eventually went down and I moved my surviving Elves up cautiously to intercept the next target. My plan had been to lure one of the remaining Blightkings to the center while "kiting" the other away with my rangers.

gonna need some freaking back up here!

But the rangers' long bows had proven so absurdly ineffective against Nurgle's favored layabouts that Doug was now content to pretty much ignore them. He also closed in with his shield-bearer, who I feared the most - Block combined with the other "survivability" traits I gave the Blightkings would make him the greatest challenge. My elves could not even manage to put a single wound on the scythe-wielder by the time the shield-bearer was in position. Things were looking grim indeed.

But then the clouds parted - I knocked the scythe-wielder prone with one Elf and then tripled Doug's combat roll with a power blow from another Elf! The scythe-wielder lost all of his three wounds in one mighty thwack (swish?) of flashing Elven steel!

get him out of my sight

Oh but wait - we had forgotten his Heavy Armor trait, which saved him from the Gruesome Kill I so desperately needed. Instead, the scythe-wielder simply took the first of three wounds ... truly, Papa Nurgle was pleased with his servants' earlier lethargy! Basking in the sordid favor of his patron, the shield-bearer proceeded to nonchalantly murder my remaining Elf spearman.

blessings of Nurgle upon you, friend

Not to be outdone, the scythe-wielder cranked back his Huge Weapon for a power blow and eviscerated one of the remaining Elven warriors in a hideous shower of gore.

the gruesome killee becomes the gruesome killer

The final warrior failed his Morale test on all three dice - seeing the tide turn so viciously seemed to have broken his mind. He is probably still hiding somewhere in the forest, rocking back and forth while sobbing.

By the way, the two Elven rangers were around the whole time, plinking arrows into the unassailable hides of the Blightkings. One failed her Morale test on two dice and fled off the board. The other only failed on a single die but I could not imagine going on against two of Nurgle's favored warriors with a single bow-toting knife ear and so resigned.

Unfortunately, I didn't have time during the week leading up to our game to draft a cool scenario or even think much about what traits the opposing sides should take. The only thing I knew I wanted to do was see Doug's awesome Blightkings on the table. I wrote up the traits in about ten minutes before we started, while Doug set up the terrain.

This was the first time either of us played ASoBH and I wish I had taken more time beforehand to plan the demo. I know Doug was bored - almost literally to tears at times - controlling three figures that had difficulty activating. From my perspective, there were some truly exciting turns. I thought the Blightkings easily overmatched my Elves but when ... for that brief shining moment ... the scythe-wielder (erroneously) went down, I had just a glimpse of potential victory.

The most important thing that I learned from the demo game was that ASoBH is a good enough rule set to partially overcome my hamfisted scenario-writing and character-building. This is crucial because one of the major features of ASoBH is crafting your own scenarios and characters. I imagine we will have even more fun when we play a scenario with actual thought behind it.

Doug's pledge rewards for the Blood & Plunder Kickstarter also arrived this week so I got to look over all of those awesome toys - in anticipation of receiving my own haul, of course! I was so inspired that I spent the following Sunday night building an entire jungle.

we've got fun and games

The foliage is all from Pegasus Hobbies. I bought a tall stack of these kits some years ago for the sake of playing - you guessed it - a pirate game, Gav Thorpe's Cutlass!, which I have to this day still never played. But at long last the jungle is unleashed! Look for it not only in upcoming games of Blood & Plunder but also future ASoBH scenarios set in the world of Savage Core from Lucid Games.

The bases are MDF from Angry Mojo. I asked them - via Dakka Dakka - to make up some area terrain bases with removable round bases. They complied and I immediately ordered six (and will probably require at least three more). Each base accommodates five 60mm round bases, which can be removed to mix and match your terrain or just to get out of the way of units moving through. I will post pics of the completed stands as/when.