Thursday 23 November 2023

Happy Thanksgiving!


 

Tiamurkey: Init +5; Atk peck +7 melee (1d3+4) or claw +5 melee (2d6) or breath weapon; AC 20; HD 12d6; MV 40’; Act 5d20; SP breath weapons, relatively stupid, death throes; SV Fort +8; Ref +5; Will +5; AL C.

Breath Weapon 1: Sonic gobble: 60' cone, 1d6 damage and Fort DC 15 or be knocked prone.

Breath Weapon 2: Hot grease: 80' line, 2d8 damage (Reflex DC 15 for half).

Breath Weapon 3: Stuffing: 10' x 10' space, creatures therein cannot move until they succeed in a Strength check DC 15 to escape the stuffing and leave the space.

Breath Weapon 4: Barrage of giblets: 30' cone, 3d6 damage (Reflex DC 15 negates).

Breath Weapon 5: Somnambulance: 30' diameter cloud up to 30' away, Will DC 15 or fall into a torpor, being able to take no actions and move at only half normal speed for 1d8 rounds.

Tiamurkey, King and Master of Evil Turkeys, dwells on a hell plane amid giant mutated turkeys, primordial cranberry jellies, and other evil four-clawed birds of the nether realms. Once every year, on the fourth week of November, he rises from his fetid breeding grounds to roam the Fields We Know in search of those who have put up decorations for other holidays too early in the season.

Each of Tiamurkey’s five heads has its own breath weapon, and each of these can be used three times each day. Although Tiamurkey is a genius among turkeys, he is still not that bright by human standards, and cunning PCs may find a way to outwit him. It is said that he only appears this late in the year to avoid rain – in times past, he has been defeated when all five heads looked upward into the rain until he drowned. Snow doesn’t present this problem.

When reduced to 0 hp (or otherwise “killed”), Tiamurkey is not slain, but merely banished back to his hell plane to recover until his next sojourn to the mortal realm. He will seek to extract vengeance upon those who defeated him, but, not being that bright, his vengeance is likely to target the wrong people.  

 


Sunday 29 October 2023

Conversion Crawl Classes 20: The One Ring: Tales From Wilderland (2): Of Leaves and Stewed Hobbit

I feel terrible about last CCC post, wherein I described how railroady an adventure was without commenting on its name, Don’t Leave the Path. Of course, we know that this is taken from Gandalf and Beorn’s advice to the company in The Hobbit, while traveling through Mirkwood, but it still seems a touch on the nose to have not mentioned. If you want to understand the basic philosophy behind the conversion methodology here, it is recommended that you read that post.

The second adventure in Tales From Wilderland is Of Leaves and Stewed Hobbit, in which the PCs are invited to rescue a hobbit from goblins on the High Pass of the Misty Mountains. I am entirely of the opinion that the choices the players face, and the consequences of what they choose, is the most important part of adventure design. As a consequence, while Of Leaves and Stewed Hobbit offers more player choices than Don’t Leave the Path, I am going to suggest that the judge increases the number and quality of choices available when converting this adventure.

Part One – The Easterly Inn

The first part of the adventure describes how it came to pass that a Hobbit opened an inn in the middle of the Wild, the history of the Brandybuck brothers, and the fate of the missing Dinodas. The Easterly Inn is described in detail, as the company may return here again and again on their travels.

The Easterly Inn is described well enough to use in play, but is not described in the same detail as, say, the Inn of the Welcome Wench in The Village of Hommlet. No map of the Inn is included. There is a great deal of background, which may be useful for the judge when framing the Inn and its inhabitants within the game milieu.

The one thing that the judge should change in this section is the adventure hook. Variable levels of success is great, but I would not tie this directly to skill checks. Or, rather, the judge should determine how much Dodinas trusts the adventurers based on their conduct, and then roll a Personality check using a die (from 1d8 to 1d30) based on that determination.

In the last post of this series, I suggested setting 1 point of treasure at approximately 10 gp. I feel that still works well enough for this adventure. This might not be enough recompense to motivate your players, and that is okay. The real treasure is the friends the PCs make along the way – a safe base of operations. The real danger is that the PCs’ refusal sours their reputation. Judges should take into account their PCs’ previous actions when role-playing NPCs, for good or ill.

Another thing the prospective judge might do is have the Easerly Inn appear in previous game sessions. If the PCs know the halflings – conversion to DCC, remember? – they might be a lot more willing to help. A note of caution here: players who believe sympathetic NPCs only exist to pull their characters into danger will generally resist becoming too attached to anyone. Use this type of plot hook sparingly!

Part Two – Searching the High Pass

This section deals with the journey across Wilderland to the foothills of the Misty Mountains and the High Pass. The company encounter several dangers on this journey, and pass through the ruins of a town built many centuries ago. They find signs that the caravan was attacked.

As with the first adventure in this volume, there is nothing inherently wrong with the encounters suggested herein, but they are linked to GM whims and resolved via die rolls, and they could be made more meaningful. For example, Summer Storm catches the company in unexpected weather, where a check is used to determine whether they find shelter or suffer an increased chance of fatigue. Instead, a judge could allow the PCs to find shelter in exchange for a lost day of travel, or travel while taking a -1d penalty to all rolls until they gain a proper rest. With a random encounter table and a consequence for delay, the choice becomes meaningful. This also makes the Beornings encounter potentially meaningful.

The judge will need statistics for the Eager Feet encounter, and probably for A Stranger on the Road. The judge is directed to A Stranger in the Road as an encounter resolved almost entirely based on PC choices. In DCC, an Intelligence check (DC 12) can recognize Longbottom Leaf – smokers and halflings roll 1d20; all others roll 1d10.

Most of the creatures in this adventure either appear in the core rulebook, or are easily extrapolated therefrom. The Night-Wight in this section is the most interesting creature in the adventure, and that is what we will be converting to DCC.

Remembering that monsters don’t have to play by the rules, we need to deal with this bit of text and turn into DCC goodness:

The company’s Look-out Men must make Awareness tests; the Target Number for this roll is determined using the table on 168 of The One Ring Roleplaying Game, and ranges between TN 14 and TN 18 depending on how wary the characters are. If the roll fails, then the Night-Wight automatically places one of the company in an enchanted slumber and carries him off to its lair. The Look-out men must then make more Awareness tests, dropping the TN by 2 each time. For each failed check, another member of the company is taken by the Wight.

And a bit later:

Those kidnapped by the Wight are dragged away to the brook nearby. There, the wight submerges them in the muddy banks of the river, pushing them into boggy graves so that only the victims’ faces remain at the surface. They are entombed alive in the clinging mud.

Once battle is joined with the Wight, the victims may make a Valour test every round to awaken (starting at TN 16, and dropping by 2 each round of battle). Once awake, escaping from the mud needs a successful Athletics test. A hero who was buried in the mud is considered to be temporarily Weary, until he is able to wash away the clinging dirt.

In DCC terms, we can say that the Night-Wight has a special ability we will call “Enchant and Submerge”. Anyone on watch may make an Intelligence check (DC 18; cumulative -2 to DC per failed check), or the Night-Wight steals away a companion (lowest Luck first). The stolen companion is placed in an enchanted slumber (no save) and submerged in the river mud with only their faces above the surface. Once combat is joined, an enchanted PC may attempt a Will save (DC 16, cumulative -2 per failed save) to awaken. The round after they awaken, a PC may act with a -4d penalty to all die rolls, which decreases by 1d per round thereafter until the PC is rolling normally.

Init: “The Night-Wight is a thing of shadow, haunting the remains of a warrior who once fell into corruption. It attacks using a wicked spear with a barbed head, and will resort to using its claws if disarmed. Let’s say it was a level 2 warrior in life, and give it a +2. But wait…Fell Speed. Let’s say +5.

Atk: A spear does 1d8 and claws 1d3, but we can also take the warrior’s deed die (from life) into account and grant a +2 attack and damage bonus. Spear +2 melee (1d8+2) or claw +2 melee (1d3+2).

AC: The monster has Parry 7 and 4d Armour, based on the difficulty of harming its semi-corporeal shadow form. Let’s make it AC 18.

HD: Endurance 54 is again indicated as a result of the Night-Wight being difficult to damage with corporeal weapons. The design suggests to me that driving it off with fire is the best option, so I will happily say that the creature has 8d12 Hit Dice, and also say that it only takes half damage from any non-magical source.

MV: The creature has Movement 3 and “Fell Speed”, which I am going to interpret as giving it MV 50’.

Act: 1d20 seems right to me.

SP: In addition to the things already described, the Night-Wight has Fear of Fire. From the text, “Hate” appears to indicate a creature’s motivation (and hence willingness) to fight. “Based on its special abilities, the Night-Wight loses 1 point of Hate at the end of the first round of combat for each companion wielding a torch (Fear of Fire) but still profits from its enhanced power at night (Denizen of the Dark). When reduced to 0 Hate, the Night-Wight flies away into the night shrieking in frustration (Craven).

We can say that the Night-Wight must make a Morale check at the end of each round it faces an enemy armed with fire. It takes a -1 penalty for each fire-wielder it faces, and an additional -2 for each successful save it has already made.

Let’s also give it a good bonus to Stealth. +10 seems right to me.

SV: Reflexes are important for a creature with “Fell Speed”, but Fortitude less so. A craven creature probably has a low Will, but as we are dropping save bonuses due to fire, choosing a high Will bonus is better. Fort +3, Ref +7, Will +12.

AL: Chaotic.

Crit: Following the table on page 385 of the core rulebook, we get a result of U/1d12.

Put altogether, our statblock looks like this:

Night-Wight: Init +5; Atk spear +2 melee (1d8+2) or claw +2 melee (1d3+3); AC 18; HD 8d12; hp 54; MV 50’; Act 1d20; SP Un-dead, enchant and submerge (see below), stealth +10, half damage from non-magical sources, fear of fire (see below); SV Fort +3, Ref +7, Will +12; AL C; Crit U/1d12.

Enchant and Submerge: Anyone on watch may make an Intelligence check (DC 18; cumulative -2 to DC per failed check), or the Night-Wight steals away a companion (lowest Luck first). The stolen companion is placed in an enchanted slumber (no save) and submerged in the river mud with only their faces above the surface. Once combat is joined, an enchanted PC may attempt a Will save (DC 16, cumulative -2 per failed save) to awaken. The round after they awaken, a PC may act with a -4d penalty to all die rolls, which decreases by 1d per round thereafter until the PC is rolling normally.

Fear of Fire: The Night-Wight must make a Morale check at the end of each round it faces an enemy armed with fire. It takes a -1 penalty for each fire-wielder it faces, and an additional -2 for each successful save it has already made.

Of course, if the PCs just sleep with no one on watch, it is time to either roll up some new characters or pick up the action in hell.

Part Three – Battle at the Ringfort

The company comes upon the survivors of the caravan, and aid them in a desperate battle against a Goblin host. The company is victorious (or else perish in the battle!), but discover that the Goblins carried off Dinodas as they fled.

For the most part, this section can be run as presented. Statistics for goblins, orcs, and men-at-arms can be found in the core rulebook, and judges should find this fairly easy to adapt. The difficult part is allowing players full agency, as the adventure assumes the kidnapping of Dinodas. There is even a sidebar acknowledging this!

My personal recommendation is to try to distract the PCs with attacks on the ringfort – which is, after all, the goblin’s plan – but allow the PCs to prevent the kidnapping if they keep their wits about them. There is nothing worse than having a brilliant plan and having it thwarted because the plot has plot armor!

It should be noted that the Allies in Battle table (and similar) can be reformatted as a normal d12 table – there is no requirement for special dice! Likewise, the benefit of the defensive fortifications can be described as a +4 bonus to AC as long as the defensive ramparts are held.


Part Four – Under the Hills

Following the Goblin kidnappers brings the adventurers into the tunnels under the Misty Mountains. After braving these dark passages, they find that the Goblins have  imprisoned Dinodas with an unbreakable chain.

Spend the time to draw up even a basic map, and know the way that the goblins have gone. Most of the potential hazards should be consequences for choosing the wrong path; many of these make no sense in terms of hazards along a regular route. Consider a long curving route where the PCs can risk hazards to get ahead of the goblins. And don’t regard this in terms of ten-foot squares – the goblin tunnels run for miles.

Part Five – The Goblin Feast

The reputation of Hobbit cooking has reached even the caves of the Goblins, and they demand that Dinodas cook them a feast. The adventurers can use this feast to trick the Goblins into fighting amongst themselves, or to steal the key and free Dinodas from his bonds.

The situation and map as the PCs first discover it is fine. The goblins owning an unbreakable chain with an unpickable lock? Once the PCs are on the scene, don’t try to force a particular outcome. In the case of an escape, you still have a potential running battle in the goblin tunnels (look to The Hobbit for inspiration). Besides, this is DCC – a high enough roll on sleep or charm person can resolve this part, as can knock.

Remember, as a judge, it is your job to discover what happens along with your players. It is not your job to force what you deem is most dramatic to be what happens. Dice and system will create drama. Let your players have their moment!

(Another way to look at this is that players going through early adventures, such as The Keep on the Borderlands, faced situations. When they talked to other players, how they faced those situations and what happened as a result made for lively conversation. Of Leaves and Stewed Hobbit attempts to narrow the potential solutions so that the situation can only be resolved in one way – by acquiring the key to Dinodas’ chains. There may be a small range of options within the only possible resolution, but the PCs are very much following a path laid out by the writer’s plot. This is not great design.)

Epilogue - Back to the Inn

After rescuing Dinodas, the company returns to the Easterly Inn for their reward.

There is nothing wrong with this section, but you should consider how it is changed if thieves attacked the inn while the PCs were away. There is, after all, a potential encounter pointing in that direction. The judge may also want to include one or more encounters on the return journey. Even if these are only flavor encounters, they provide an opportunity to lay new adventure hooks!


Next: Hawkmoon!

Tuesday 3 October 2023

Now Live!

This is just a reminder that Prisoners of the Secret Overlords, which I talked about here, is now live!

Wednesday 27 September 2023

Conversion Crawl Classes 19: The One Ring: Tales From Wilderland (1): Don’t Leave the Path

Continuing our exploration of games based off Appendix N literature, we turn to The One Ring, which is also based off of the works of J.R.R. Tolkien. I am going to examine the first two adventures in Tales From Wilderland, each in its own blog post. I have averred throughout this series that any adventure should be convertible, and that access to the game’s base rules should be unnecessary. In this case, I am truly putting my money where my mouth is. I do not own the base rules for The One Ring, have never played the game, and my understanding of it is gleaned by perusing the adventures in question. If you are an aficionado of The One Ring, you will perhaps be able to judge the effectiveness of my methodology by examining these two posts.

Basics

The first thing to note is that The One Ring is a far more narrativist game than Dungeon Crawl Classics. The basic terms for statistics, the order of play, and even the nature of play are different. The One Ring seems to focus a great deal on narrative travel, where PCs take various jobs – such as Lookout and Scout – making various rolls to avoid or resolve hazards and/or prevent Fatigue or loss of Hope. At various points, the PCs may have experiences which cause them to fall under the Shadow.

While thematically appropriate for The Hobbit and The Lord of the Rings, this is going to increase the work needed to run these scenarios in Dungeon Crawl Classics. Despite being quieter adventures overall, both adventures contain encounters that would be fun to play out regardless of system.

The first thing to address is how to use the scenarios in the first place.

Do We Change the Game?

The overall answer is No.

At the end of the day, we are trying to make a playable DCC adventure out of the original. When converting material from a very different system, these is always going to be a temptation to port mechanics from the original system into whatever game you are converting it to. After all, any decent adventure takes advantage of its original system’s mechanics, and you are bound to lose something by not using those mechanics.

From my reading, loss of Hope or falling under the Shadow are events which should be generally under the players’ control. Fatigue plays a major part of these journeys, again from my reading, so we could model that with penalties if the characters are not sufficiently rested. The dice chain works admirably in this regard.

I get the sense from reading these adventures that, in The One Ring, the PCs are generally destined to succeed, and the only real question is how much success they have. It also seems to me that player choice is severely limited; the outcomes the GM wants to happen occur regardless of player choices seems to be the expectation. In the second adventure I will be looking at, there is even a sidebar discussing how some GMs might “prefer to let everything be ruled by the whims of the dice, and always give the players a chance to stop their foes from acting. The advantage of this approach is that the players never feel like their fate is out of their hands”. The downside is that if the players are quick and lucky, they might derail the GM’s expectations. That allowing player choices to greatly affect the outcome of an adventure is characterized by “the whims of the dice” is more than a little problematic to me. Of course, if you are playing Dungeon Crawl Classics, you are probably perfectly fine with allowing player choice and the dice to each affect the outcome of the game!

Meaningful Encounters and Color

In my three-part essay on Context, Choice, and Consequence (part 1, part 2, part 3), I argued that the primary job of the GM is to provide context for player choices, and then adjudicate the consequences of those choices, which becomes part of the new context for future choices. If you understand that general idea, then it should be easy to see how meaningful encounters derive from choices which have consequences. In this case, the consequences are the stakes of the encounter.

For example, in many combat encounters, the stakes are character survival. Survival need not be the only stakes, though, and having additional (or different) stakes adds spice to adventures. Harm to an allied NPC, for example, can create additional stakes requiring choices which take those stakes into account. “Win conditions” are the conditions that the PCs must meet to reach a favorable outcome. Meeting the win conditions means that the consequences fall in the PCs’ favor. They obtain or retain the stakes.

Conversely, color encounters are not meaningful. This doesn’t mean that they are useless or uninteresting. They act to help set tone, create verisimilitude, and set context. In fact, color helps to allow the players to understand the stakes when they have meaningful encounters. Color encounters, for example, can establish an NPC as an ally, making threats to that NPC meaningful, and hence the survival of the NPC reasonable stakes.

Color encounters also help to disguise meaningful encounters, so that the players cannot always be certain whether or not they are in a situation with potential dire or wondrous consequences. Maybe that room is really empty. Maybe it contains a secret door, a hidden treasure, an invisible monster, or some form of trap. If everything is meaningful, then no tension exists trying to discover which details are worth paying attention to and which are not.

In addition, encounters can blur the lines between meaning and color. Evidence that a basilisk is in the area might seem like color, but if it informs your choices going forward, including how you tackle the potential encounter with the monster itself, you could easily argue that the information obtained were the stakes, and your ability to understand it was the win conditions. There is no hard-and-fast divider between the two encounter types. Understanding them, though, will be useful when converting adventures from a system like The One Ring.

Part One: Where Rivers Run With Gold

The company rescue Baldor the merchant from three ruffians, and he asks them to serve as his caravan guards on the crossing of Mirkwood.

This part doesn’t require a lot of conversion. The three ruffians in question are former men-at-arms from Esgaroth, so the man-at-arms statblock from page 434 of the DCC core rulebook seems more appropriate to me than bandit stats. Because they are ruffians, shift their alignment to neutral (or even chaotic) and because they are cowardly, change their Will save modifier to -4.

Nothing else really has to be done, but the adventure would become far stronger if it was part of a larger narrative, where the PCs already wanted to cross Mirkwood on some Quest For It motive of their own. This changes the hook from merely being convenient to Baldor and his son to being convenient for the PCs as well.

Another possibility: The PCs require some aid from the Elfking, and are only planning on accompanying Baldor as far as the edges of Mirkwood. Seeing Baldor and his son safely through the forest might be the price of the Elfking’s aid, or even getting an audience. The point is that by linking the PCs’ motives to Baldor’s desire to cross Mirkwood, you have a far better chance that the PCs will not simply return to Laketown and try to loot Smaug’s corpse for its jewels. In fact, you better have a good reason that the PCs not do just that, or that will be exactly what the PCs do.

You shouldn’t need special rules for intimidating the ruffians. The simplest thing to do is make a Personality check modified by circumstance (such as group size, armaments, and reputation) vs. the thug’s Will save. Likewise, you shouldn’t need special rules for Riddle or Courtesy to role-play talking to Baldor and learning some of his history.

Payment offered is two points of treasure each, and we will have to decide what that means in DCC terms. I would recommend that a point of treasure be equivalent to approximately 10 gp, but that treasure is assigned specifics rather than left as an abstract. A silver arm ring might be a point of treasure, or 10 bags of wool. The difference is more than just color – one is far easier to transport than the other!

Part Two – The Edge of the Woodland Realm

Baldor has friends in Thranduil’s court, so the first part of the journey is on board the Elven rafts up the Forest River. The company are escorted to the edge of the forest kingdom and warned not to leave the path.

This part is largely color, until the party reaches the Wood Elves’ Court. At that point, there is a meaningful encounter (in The One Ring system), as follows:

Lindar suggests that as the Elves do not know the company, they should remain here to ‘guard the supplies’. In two days, the Elves will bring the company to the edge of Thranduil’s realm. In the meantime, they can remain here in the caves; Lindar promises to send down some bread and wine.

To win Lindar’s trust, the company need three successful tests of Persuade, Courtesy or Song. If they show they are worthy guests, then they are permitted to stay in better quarters in the upper caves, and may even hear the Elves singing. The combination of soft beds and good company relieves the company of any Fatigue they have accumulated so far.

I am not sure how fatiguing it is, even in The One Ring, to sit on a raft being poled by wood elves for several days, so I am not certain that the stakes in this encounter work in either system. They certainly don’t in Dungeon Crawl Classics, so making the stakes more meaningful is required to salvage the encounter when converting it. I have already suggested giving the PCs reason to want to speak with the Elf King. Another possibility is that better accommodations results in 1 point of Luck for those who can manage it.

The “three successful tests” reminds me of skill challenges, which we looked at here. In this case, I would have the players role-play their attempts to persuade Lindar, setting a base DC of 15 (because persuading him is not easy), and determining what die to roll based on occupation with a modifier ranging from -4 to +4 based on my adjudication of the appropriateness of their attempts. Each failure decreases the chance of success, which can be modeled by raising the DC by +2 (or even +4) per failure, with three successes still being required. Knowing something about the history of Thranduil, I would raise the base DC to 20 if the party contains one or more dwarves and give a +1d bonus to any checks made by elves.

While this encounter is hardly worth spending much time on, the consequences of sneaking out of the caves – both if caught and if not – are something the judge should at least think about. The MERP version of Mirkwood has maps and information about Thranduil’s Halls that the judge may find useful if they are up to more conversion work. Otherwise, a quick sketch map, and probably some details about the dungeon cells, will have to suffice. Remember that Thorin & Co. were not found sneaking about the palace itself in The Hobbit, and this should probably come with some dire consequences.

Part Three – The Long Road

The company set off for the west, braving the perils of the dark wood.

We don’t have to worry about Hope or the Shadow, but it is certainly worthwhile to say that travel through Mirkwood is fatiguing. Instead of Fatigue tests, have the PCs make Fortitude saves while traversing the great forest. The “TN” listed in 16, and we can imagine that this is roughly equivalent to the DC. Failure indicates 1d3 Stamina damage, with total exhaustion and a need for rest occurring at Stamina 0. We don’t have to make this a quality of all travel; we can make this a quality of Mirkwood.

(As a result, we also need Stamina scores for Baldor and his son, Belgo.)

What we want to do here is establish some stakes for upcoming encounters. In DCC, characters can always recover 1 point of Stamina each day, but fatigue can compound, making it difficult for characters to face further challenges. Hunkering in place is also possible – and may even be necessary – but the caravan probably has limited supplies of food and water. Some of the encounters which might otherwise be merely color in DCC can also be described as potentially draining the party’s energy reserves.

The hazards in the game are triggered by a check, but for DCC I would just include a chance of a hazard occurring each day, with a random table to determine what hazard occurs. I would include a chance to roll twice, combining the hazards. Nine hazards are listed, so a 1d10 table would work, with the “10” indicating “roll twice”. Multiple “10”s compound.

DCC doesn’t have characters take set roles like Look-Out, Huntsman, Scout, or Guide, so who gets to roll to resolve an encounter is really up to the judge. Luck might be in play, or marching order. The chase mini-game in The Fence’s Fortuitous Folly has encounters based on where PCs are in the chase, and might offer some guidance to the judge.

Some example hazards, to give the judge ideas, follow.

Spider Webs (Guide - Dangerous Meeting)

The company enter a region of the forest where the trees are covered in spider-webs. None of these webs cross the path, but this is a very dangerous place to make camp.

The company’s Guide must make a Travel test to keep the company moving. If this test is failed, then the company fails to get clear of the spider-haunted region before night falls and they have to make camp. If they camp near the spider-webs, then the company are attacked by Attercops at night (assume two Attercops per companion).

The adventure doesn’t provide statistics for Attercops, but there are plenty of examples in DCC modules, and the DCC Annual Volume 1 provides base statistics and guidance. Because we are looking at random encounters, let’s not assume two per companion. Instead, since we are imagining these spiders are statted up so that two per PC is a reasonable challenge, let’s say 1d8+5. Or even 1d10+5. The party could be in for a difficult battle or an easy one, depending upon the dice.

Now, how do we make trying to escape the spider-infested area interesting? How about this: Everyone must make a DC 10 Fort save or take 1 Stamina damage from fatigue. A random PC then makes a Luck check; success indicates the party has left the infested area. The players may gamble as many attempts as they like, until they have either left the area or every PC has attempted a Luck check and failed. Discount PCs who have already failed when determining who gets to attempt a Luck check next.

Fat Pheasants (Huntsman - Wrong Choices)

The huntsman spots a flock of juicy fat black pheasants on a branch. He is permitted a single Hunting test to bring one down before the rest scatter. If this test succeeds, the company eat well that night. If the test fails, the pheasants vanish, and the company are tormented by the thought of what they might have had if they were luckier. This discontent increases the Target Number of their next Fatigue test by one level.

Choose a PC with a ranged weapon. A hunter, forester, or the like would be a good choice. That character spots the pheasants and gets a single attack roll against AC 12. Success means a joyful meal in which everyone can recover 1 point of Stamina damage. Failure means that the next Fort save to avoid Stamina damage is made with a -2 penalty.

Blanket of Butterflies (Look-Out - Fatigue)

A flock of huge purple butterflies flutter down from the treetops and nest on the sleeping company. These butterflies are like a velvet shroud; if left undisturbed, they smother their victims. The butterflies hum a lullaby as they land. The Look-out must make an Awareness roll to stay awake; if successful, he fends off the unnatural sleepiness and drives the butterflies away. If this roll fails, then the humming of the butterflies puts him to sleep too. The company are saved when one of the insects is inhaled by a sleeping companion, and his choking snorts wake the rest. In that time, though, all the company were partially suffocated and feel drained. Add Fatigue again, or twice if the Look-out failed the test with a roll of an Eye.

Whoever is on watch at the time makes a DC 15 Will save to avoid the unnatural slumber. Failure means that the butterflies drain 1 Stamina from each party member, plus make a DC 10 Fort save or take an additional 1d3 Stamina.

“The company are saved when one of the insects is inhaled by a sleeping companion, and his choking snorts wake the rest”? Hmmm. Everyone make a Luck check. If anyone succeeds, that is indeed what happens. Otherwise rinse and repeat until someone makes their Luck check or everyone reaches 0 Stamina and dies.

Part Four – Castle of the Spiders

As the company make camp, Baldor falls afoul of the enchanted stream that runs through Mirkwood. Temporarily deprived of his memories, he flees into the woods and is trapped by Spiders in a ruined castle.

This should be a fun encounter, although you will again need to provide your own statistics. The encounter calls for a number of tests where the judge should simply supply information. Climbing the wall is a DC 10 Climb Sheer Surfaces or Strength check. Traversing spider webs without alerting the spiders should be tricky – let’s call that a DC 15 Move Silently or Stealth check. Armor check penalties, of course, apply.

Pulling Baldor up requires a DC 10 Strength check. Cutting him free shouldn’t require any kind of check or test unless under attack, and then we can say DC 15 modified by Luck. An edged weapon is required; a dagger offers a +1d bonus. It might take more than one round to cut him free; each round of work reduces the DC of future checks by a cumulative 2 points.

A lot of attention is paid to Belgo’s amulet, but it doesn’t really do much in the adventure itself. I would be tempted to let the amulet act like Bêlit’s ghost in Queen of the Black Coast. Why not let it channel his mother’s spirit, once, to save him from certain doom? At least then you can end the adventure with some sense of closure for Baldor and Belgo.

This encounter brings another thought to mind – how do we describe the waters of Mirkwood in game terms, should some player be so foolish as to have his character drink from them?  A Fort save to prevent sleep and memory loss, followed by a Will save to avoid memory loss if the first save is failed?

Part Five – The Hermit of Mirkwood

The company find shelter with a crazed hermit. Can they convince him to aid them, or is he planning to murder them in their sleep?

Let’s give this hermit the statistics and abilities of a friar. Let’s then ignore all the various tests from the text, and allow the players to gain information from their character’s actions. Let’s role-play interaction with the hermit, and then allow a party member to make a single DC 10 check to see how the hermit reacts, with the group’s role-playing determining what size die they use – noting, of course, that the hermit can demand they leave any time the judge decides that the PCs have gone too far.

Let’s say that sleeping outside in the storm forces everyone to make a DC 15 Fort save or take 1d4 Stamina damage as well as gaining no benefits from rest. This represents their taking ill if they fail; no one gets benefits from rest regardless of the save result. Let’s say the storm hasn’t abated if the PCs are kicked out. Let’s say killing the hermit in his home costs everyone 1 Luck, as he was beloved of the Valar.

Now we have reasonable stakes.

The potential reward is the remains of an axe-head, the fabled Wolfbiter. Apart from the rewards granted if it is returned to Woodland Hall, we have no details of what the axe would be like if reforged and fitted with a proper handle. Let’s use sword magic and some judicious tinkering to find out:

Wolfbiter (+2 Lawful battleaxe): This weapon can communicate by simple urges, and has a 7 Intelligence. It has an additional +2 bonus to attack and damage wolves of all types, and its critical range against these foes is extended by +1 (so that a thief wielding the axe would score a critical hit against a wolf on a roll of 19-20). The axe is cursed so that any who takes it by force must succeed in a DC 15 Fort save whenever it strikes down a non-lupine foe, or be turned to stone permanently. This curse would certainly affect anyone involved in killing the hermit and uncovering his treasure.

Part Six – The Well in the Wood

The last danger of the woods comes from the trees themselves. Their contempt for everything that goes on two legs threatens to turn into a deadly trap.

As the party approaches the well, everyone must make a DC 16 Will save, with the party halting if more than half fail. The encounter otherwise works much as written, save that Belgo calls out “Mother! Mother!” not his mother’s name. Resisting sleeping requires a DC 15 Will save; resisting madness requires a DC 10 Will save. Only characters who failed the initial Will save need to roll to resist madness, but all characters need to roll to resist falling asleep if the PCs stop.

Here we have the chance to let Belgo’s amulet come to the fore, rescuing him from certain death and rekindling his father’s memory. Should father and son both survive, their bond is restored. Leaving this thread hanging just seems wrong to me.

Fighting the Creature: PCs in the well have a -1d penalty to both attack rolls and damage, while the Thing in the Well has a +1d bonus to both attack rolls and damage against them.

The Thing in the Well is an obvious choice for converting to DCC. Looking at the statistics provided, we can see that they are quite different from what Dungeon Crawl Classics uses, but that presents no great difficulty. In some ways, we might even consider it an opportunity as we have little fear of getting it wrong. In fact, if there is any lesson you take from this, please consider that you cannot “get it wrong”. A monster has the stats you give it, and they don’t have to play by the rules!

Init: How fast is the Thing? We don’t really know. But as it relies on illusions and sleep, it is probably not terribly fast. Let’s just say +0.

Atk: The Thing attacks with a lashing tentacle, or attacks with a strangle once it hits. We make strangulation a special ability, so that it attacks with a tentacle lash. The earlier thugs have 2 for their weapon skill, and this creature has 3, so let’s just give it a +3 bonus to hit. Damage is listed as 5, but in DCC terms 1d6 is probably appropriate.

AC: The monster has Parry 4 and 3d Armour. If we assume this indicates an AC of 14 and some form of damage reduction, we are probably not far off.

HD: Endurance 45 is probably the Thing’s hit points, so 6d12 seems appropriate to me.

MV: The creature has Movement 2, which is the same as the thugs in the beginning of the adventure. This would argue a speed of 30’, which I dislike. The creature hides in a well. It doesn’t come out to attack. Let’s give it MV 10’ or climb 10’.

Act: “Every round, the creature may attack up to three different opponents” is a compelling argument to choose 3d20.

SP: Lure, sleep, and illusions are all part of the set-up and may be considered part of the Thing’s powers. Strangulation causes 1d8 automatic damage per round (a successful Mighty Deed, Strength check, or 6+ damage in a single edged attack to escape). Three times per day the Thing may make a single tentacle lash attack that targets all foes within 30’, using all action dice to do so. Damage from non-magical weapons is reduced by 2 points per die.

SV: Fortitude should be good, Reflexes poor for a creature of its Hit Dice, and Will phenomenal. Fort +6, Ref +1, Will +9.

AL: Chaotic.

Crit: Following the table on page 385 of the core rulebook, we get a result of M/1d12.

Put altogether, our statblock looks like this:

The Thing in the Well: Init +0; Atk tentacle lash +3 melee (1d6 plus strangulation); AC 14; HD 6d12; hp 45; MV 10’ or climb 10’; Act 3d20; SP Lure (Will DC 16 negates), sleep (Will DC 15 negates), illusions and madness (Will DC 10 negates), strangulation (1d8 automatic damage per round, successful Mighty Deed, Strength check, or 6+ damage in a single edged attack to escape), hateful lash (3/day, uses all action dice to make a single tentacle lash attack that targets all foes within 30’), 2 point damage reduction per die from non-magical weapons; SV Fort +6, Ref +1, Will +9; AL C; Crit M/1d12.

This may not be a perfect rendition, but it gets the job done.

Epilogue - The Forest Gate

Where the company exits Mirkwood, and possibly reaps the benefits of their deeds.

This section falls a bit flat. Instead, Baldor and Belgo urge the party to continue on with them to Woodland Hall, but will pay the PCs if they must. Perhaps at this point the PCs must make another dangerous trek through Mirkwood to visit the court of the Elf King now that they have seen the merchants safely through the forest. Perhaps they have something else to do. Perhaps Baldor, Belgo, or both died. Perhaps they continue on to Woodland Hall.

Watching father and son drift apart through madness and shadow, and then be drawn back together, at least draws events to a conclusion which is a bit more satisfying than merely reaching the end of the forest.

Conclusion

In an earlier blog post, I described the three types of adventures as persistent locations, opportunities, and player-initiated quests.  This adventure is an opportunity which may, or may not, intersect with one or more player-initiated quests. It contains persistent locations, but there is insufficient development to make them persistent in the campaign milieu without additional work by the judge. While adequate as a single session of travel between meatier adventures, the judge would get more out of this by making Baldor and Belgo recurrent characters, and by doing more with Wolfbiter.



Next: The One Ring: Tales From Wilderland (2): Of Leaves & Stewed Hobbit

Tuesday 26 September 2023

Coming Soon: Prisoners of the Secret Overlords

I was recently given the opportunity to take a gander at Prisoners of the Secret Overlords, a 1st to 2nd level adventure by David Matalon, soon to be come to Kickstarter by Dragon Peak Publishing. It is intended as the first installment of Against the Secret Overlords, which has a nice nostalgic echo of the A Series of modules published by TSR for Advanced Dungeons & Dragons.

The adventure is also clearly inspired by Expedition to the Barrier Peaks, and characters will find a good mix of encounter types with a strong helping of the otherworldly mixed into them. Fans of comic books and Appendix N fiction will find other references which are not overly subtle. I suspect that the adventure will be very fun to play through, although I have not done so yet. There is no clear need to have later modules in the series; this should stand well enough on its own.

I am very aware that I am looking at a pre-launch version of this adventure, with placeholders for some artwork, less-than-finalized maps, etc. Still, I am impressed with the artwork already in place. General layout, artwork, and font choices are reminiscent of Goodman Games modules, which is always a plus in my book.

On the other hand, this adventure requires more work than average for the judge to run. There is a lot of background information, which is a blessing, but which increases prep time. The module would be improved by another editing pass. Because of its complexity, a short recap of elements at the start would be appreciated before diving into the longer background information. This would include word/page count, of course, and the pdf I am looking at is already 56 pages long (including covers). For those unfamiliar with publishing, page counts are always in units of 4, comprised of two front-and-back pages from a folded sheet, so adding a recap isn’t always an easy decision.

Although the module is intended as the first in a series of linked adventures, there is no reason why it cannot be run on its own, without using the later adventures. The adventure also could be easily modified by the judge to shift from one campaign milieu to another. There is more than adequate opportunity to use Prisoners of the Secret Overlords to shift from the Shudder Mountains to DCC Dying Earth or whatever else you want to do. Again, this requires some adjustment, and the basic adventure doesn’t force these kinds of changes on you. I would argue that the adventure would work fairly well in Mutant Crawl Classics with only minor changes to the adventure start, and would be a good way to transplant MCC seekers to a DCC world.

This is a big adventure with strong science-fantasy aspects. PCs get to use strange alien weapons and meet NPCs who've been kidnapped from multiple worlds. For most groups, running the adventure will probably take at least 4 sessions, and there is plenty of material for a creative judge to use in an ongoing campaign. 

I would definitely run this adventure, and I have no doubt that I will get it.

The Kickstarter launches October 3rd. If you are interested, youcan check it out here.

Absolutely check out the work of artist Kiril Tchangov here.




Tuesday 19 September 2023

Conversion Crawl Classes 18: MERP: Moria

Moria is not the earliest example of a megadungeon in Appendix N literature. It is not even the earliest example in J.R.R. Tolkien’s work – the goblin tunnels in the Misty Mountains certainly qualifies, and the dwarven hold beneath the Lonely Mountain arguably does as well, both from The Hobbit. Nevertheless, Moria is probably the best known. When gamers think of megadungeons, the Fellowship’s days-long check through the fastness of Moria probably comes to mind.

Because good depictions of demihuman strongholds are rare, the discerning judge may well wish to use this product to reproduce the dwarven kingdom of Khazad-Dûm before its fall. However, I am going to assume that the judge is interested in Moria in its later state, ruined and deserted by dwarves…and ripe for adventure. I have already talked about converting MERP in this post, so I am going to shift focus here. As with Palace of the Silver Princess, I am going to provide a number of creature statblocks, but I am also going to look at some of the other materials which have gone into this product.

Things That Heal and Harm

In The Lord of the Rings, much is made of athelas, and with it the healing power of herbs and herb-lore in general. The writers of MERP clearly took that to heart, and expanded on it considerably. On page 8 of Moria, there is a section on growing things that might either heal or poison you to be found in the vicinity.  Since your PCs might actually have “herbalist” or “dwarven mushroom farmer” as an occupation, it might be useful to convert some of this material.

For the first example, we will look at “lothfelag”, which has both a healing and a toxic effect. Name, form/prep, and cost require little adjustment. In the case of prep, you may wish to assign a DC based on Intelligence, remembering that those with unrelated occupations roll 1d10 instead of 1d20. Failure by 5 or more indicates that the ingredients are ruined.

Looking at “Codes” we see that lothfelag is “t-U-7W”.  So, the flowers are found in temperate underground regions and is extremely hard to find (-30%). Lothfelag is found on the western part of the continent, if that matters to the judge (for example, if you are using ICE’s version of Middle Earth as a setting rather than filing the serial numbers off and presenting Moria under a different name). Because we don’t want to look anything up in the rulebook, we need to set a period for the search (say, over the course of 1 day) and a DC. If we assume a base DC of 10, we could set this at DC 16 (30 divided by 5 + base 10). The judge could also place the herb in specific locations.

Effects-wise, we have this as an herb:

Cave-flowers will preserve and protect a wounded Dwarf for up to seven months in a “Lifekept” state and will give life (as “Lifegiving”) to a Dwarf who has died within the preceding seven hours. Others who eat the enchanted flowers will immediately be relieved from any effects from concussion hits or stunning blows. Proper preparation requires removal of toxic resin (see Poisons below).

And the toxic effects are:

(Lvl 1) Victims failing by 01-50 fall into fall into an unwaking sleep for 1-10 hours. RR failure of 51+ results in a coma for 1-7 months.

Putting this together in DCC terms, we can say:

Lothfelag (Int DC 16/day to find 1d5 doses; Int DC 16 plus successful Handle Poison check to properly brew; Handle Poison check to prepare as poison); 1d20+10 rounds preparation): When a properly prepared dose I administered to a dwarf, this brew prevents ongoing damage for 1d7 months, although the dwarf has a -2 penalty to Initiative during this time. Administered to a dwarf who has died within the last seven hours allows another chance to recover the body, even if the dwarf is 0-level. All recipients (including dwarves) gain 1 HD of healing, up to ½ damage taken.

As a toxin, Fort DC 10 or fall into asleep for 1d10 hours (cannot be wakened without magic). Failure by 5 or more results in a coma for 1d7 months.

This isn’t exactly the same as the MERP version, but it is playable in DCC terms and doesn’t require looking at the MERP core rules to do the conversion.

Special Minerals

Dwarves mine, and Moria was famous for its mithral deposits. On page 34, Moria offers a table for game effects related to various substances mined here. I would largely ignore this, giving some weapons instead the ability to avoid breaking from fumbles or crits if they are made from special metals. Likewise, a sword made from tin might have a -2d penalty to attack rolls and damage, breaking on any natural “1” or “20”.

Traps

Pages 46-47 describe traps that can be found in the ruins of the dwarven city. Luckily, the DCC core rulebook offers some help in converting these traps, because the thief skills include sample DCs.

Detection Difficulty: Using the Find Trap skill, “Medium” difficulty is DC 10. “Hard” is DC 15. “Very Hard” is DC 20. “Ext. Hard” is DC 25.

Disarming Difficulty: Using the Disable Trap skill, with the same DCs. “Light” is DC 5. Remember that a natural “1” triggers the trap.

Avoidance Difficulty: This helps determine the DC for any save to avoid the effects of a trap. In the case of “Dart Traps”, it is better to make these act as attack rolls. Seven darts with +10 to hit (+75 in the text would be +15 if you are feeling cruel).

Effect: To convert these effects, you need to apply common sense. In DCC, falls do 1d6 damage per 10’ fallen, with each “6” indicating a broken bone. If there are spikes in a pit, the judge could offer a save to avoid falling on (say) 1d7-1 spikes, each of which causes 1d4 or 1d6 damage. Spike traps, as described in the text, might cause 3d6 damage with a save for half. Steam traps could cause an additional 1d6 damage, plus 1d6 per round until the PC escapes. Wheel traps can be set at 5d10 damage with a successful DC 20 Fort save, or death on a failure.

Some Statistics

I am not providing statistics for giant bats, orcs, goblins, or other creatures which could easily be extrapolated or taken directly from the DCC core rulebook. I will strongly suggest that, unless the judge’s goal is to set play in Middle Earth, they follow the advice to Make Monsters Mysterious.

Chamber Bird Swarm: Init +5; Atk swarming bite +3 melee (1d4); AC 12; HD 4d12; MV fly 40’; Act special; SP Attack all creatures in 20’ x 20’ area, swarm (½ damage from non-area attacks), echolocation; SV Fort +2, Ref +10, Will -2; AL N; Crit M/1d8. For additional thoughts on crits from swarms, see this post.

Cave Bear: Init +3; Atk claw +5 melee (1d4+5) or bite +3 melee (1d6+5); AC 18; HD 8d8+16; MV 40’; Act 2d20; SP Maul (if both claws hit the same opponent, free bite attack); SV Fort +8, Ref +2, Will +5; AL N; Crit M/1d4.

Death Shrew: Init +2; Atk bite +4 melee (disease); AC 24; HD 1 hp; MV 20’; Act 1d16; SP Disease (Blue Hand, Fort DC 10 or 1d3-1 Agility damage per day, blue skin discoloration, boils, bleeding ears and nose); SV Fort -4, Ref +10, Will +0; AL N; Crit n/a. Blue Hand doesn’t result in death, but can lead to permanent paralysis. Agility damage heals normally, but if the disease isn’t removed natural healing can only delay, not overcome, the long-term effects.

Red Jaw: Init +3; Atk bite +1 melee (1d4); AC 16; HD 2d6; MV swim 50’; Act 1d20; SP Light-producing organs make surprise virtually impossible; SV Fort +0, Ref +3, Will -2; AL C; Crit M/1d8.

The Balrog

I suppose we cannot take out leave of Moria without encountering the balrog. The Fellowship of the Ring certainly could not. And here we have to accept that MERP and DCC are very different beasts. Within the context of DCC, the balrog can be seen as a Type VI demon, which will certainly color our conversion.

Init: MERP stats include Ag: 99, which I think translates to a 17 Agility (+2 bonus). A random Type 6 demon I created at Purple Sorcerer has a +12 bonus to Initiative. Nothing in the text of The Lord of the Rings suggests to me that the balrog was superfast, so I am willing to give it a mere +8 bonus to Initiative.

Atk: The balrog attacks with a sword and a whip. MERP adds a spear and a thrown rock, but I don’t think that this is necessary. We will definitely add a claw attack if the creature is disarmed. The random stats were +21 to hit with 1d6+6 damage. I am going to raise the sword to 1d10+6 damage (in line with a two-handed sword, which the balrog uses one-handed). Claw damage can be 1d6+6, but we can reduce the attack bonus to +18 to make disarming the thing meaningful.

AC: DB 60 is presumably a Defensive Bonus equivalent to +12. Our random demon is AC 24. I will make the creature AC 24.

HD: Our random demon has 15d12 hp, which seems adequate to me, but the MERP version has 420 hits. I am therefore tempted to raise my balrog to 18d12 hit points. After all, this is a creature which strikes absolute terror into those who encounter it.

MV: The balrog is huge, and our random demon has a move of 40’, so we can use that. The balrog can also fly (we will say 60’), but has special rules to this movement which we will convert from MERP.

Act: Our random demon has 4d20, but the balrog in the novel and MERP should probably have 2d20 (one for his sword and one for his whip).

SP: In addition to standard traits for a Type VI demon, we want to include some special abilities taken from MERP’s version of the balrog:

Clumsy Flight: The balrog can only move 10’ on his first round of flight, 20’ on his second, 30’ on the third, and only reaches full flight speed on the fourth round.

Immolation: The balrog can sheath himself and his weapons in fire at will, doing +1d6 damage per attack, and doing an automatic 1d6 damage per round to any creature engaged in melee with him. Complete submersion ends and prevents further use of this ability for 3d6 hours.

Presence: Upon sighting the balrog, all creatures must succeed in a DC 20 Will save or lose their next action. If they fail by 5 or more, they are unable to act for 1d6 rounds.

We are also going to add:

Entwine: When he hits with his whip, the balrog may entwine the lashes around a foe, pulling him up to 10’ each round unless they succeed in an opposed Strength check vs. +6. An opponent may escape with a DC 20 Agility check (requiring an action) or a Mighty Deed of 6+.

In The Lord of the Rings, we never see the balrog cast a spell, but it does oppose Gandalf when he is trying to hold a door shut magically (casting ward portal in DCC terms). So we can add another power:

Counterspell: The balrog can engage in spell duels with a +15 bonus to his spell check, but is limited to casting dispel magic for this purpose, which has no effect other than cancelling an opposing spell.

We are also going to want to remove the standard projection power. Although we are using a Type VI Demon as a basis, this power makes no sense for the balrog.

SV: We can just take this from our sample demon: SV Fort +16, Ref +14, Will +17.

AL: Creatures of Morgoth, including the balrog, are Chaotic.

Crit: Following the table on page 385 of the core rulebook, we get a result of DN/1d20.

Put altogether, our balrog becomes:

Balrog (Type VI Demon of Morgoth): Init +8; Atk two-handed sword +21 melee (1d10+6) or whip +21 melee (1d6+6 plus entwine), or claw +18 melee (1d6+6); AC 24; HD 15d12; MV 40’ or fly 60’ (special); Act 2d20; SP Demon traits, entwine, presence, immolation, counterspell, clumsy flight; SV Fort +16, Ref +14, Will +17; AL C; Crit DN/1d20.

Demon Traits: Telepathy, infravision, cast darkness (+20 to spell check). Immunities (weapons of less than +4 enchantment,natural attacks from creatures of 9 HD or less, fire, cold, electricity, gas, and acid), crit range 16-20.

Entwine: When he hits with his whip, the balrog may entwine the lashes around a foe, pulling him up to 10’ each round unless they succeed in an opposed Strength check vs. +6. An opponent may escape with a DC 20 Agility check (requiring an action) or a Mighty Deed of 6+.

Presence: Upon sighting the balrog, all creatures must succeed in a DC 20 Will save or lose their next action. If they fail by 5 or more, they are unable to act for 1d6 rounds.

Immolation: The balrog can sheath himself and his weapons in fire at will, doing +1d6 damage per attack, and doing an automatic 1d6 damage per round to any creature engaged in melee with him. Complete submersion ends and prevents further use of this ability for 3d6 hours.

Counterspell: The balrog can engage in spell duels with a +15 bonus to his spell check, but is limited to casting dispel magic for this purpose, which has no effect other than cancelling an opposing spell.

Clumsy Flight: The balrog can only move 10’ on his first round of flight, 20’ on his second, 30’ on the third, and only reaches full flight speed on the fourth round.

Conclusion (With Apologies to Laura Branigan)

 

You really don't remember

Do we just turn left or right?

Wandering in eternal night, Moria

Moria, now Gandalf's fallen

If the balrog wants you

At least the orcs are stalling

You don't have to fight them

Gandalf said to fly fools fly

Oh-oh, down in Moria

 

Moria (Moria)

I think your wizard's spent now (Moria)

I think those orcs are coming (Moria)

And they have your scent now (Moria)

You really don't remember

Do we just turn left or right?

Wandering where it's always night, Moria

 


Next: The One Ring: Tales From Wilderland (1): Don't Leave the Path