I have been meaning to write a blog post on skills as part of getting my thoughts down on building the levelless mechanism for characters in using MERP/Rolemaster. As always, life has more urgent priorities and I have thought a lot without coming to any firm conclusions. In the meantime, the debate has moved on with some useful thought on other blogs and forums. Yet I am still not satisfied.
Let me clarify, we bandy the phrase “skill” around in RPG and to each of us, it means a different thing. Regardless of the roleplay mechanics used to provide a measure of success, our use of the word skill is a very personal thing and depending on GM mindset can be a contentious issue at the table.
In general, most games divide the skills into weapons/armour skills; adventuring/class skills and the rest. Now the big question that comes out of this is what actually counts as a skill? Is it only the practical/physical aspects, knowledge/theory, or a combination of both. Perhaps using a dictionary definition will help define some terms of reference.
the ability, coming from one’s knowledge, practice, aptitude, etc., to do something well: Carpentry was one of his many skills. competent excellence in performance; expertness; dexterity: The dancers performed with skill. a craft, trade, or job requiring manual dexterity or special training in which a person has competence and experience: the skill of cabinetmaking. Obsolete . understanding; discernment. Obsolete . reason; cause.
Reading all three definitions you can see a flavour of what for me will be the flavour of my handling of skills moving towards playing without levels. The first two, definitions could be argued to overlap considerably but the third sits off on its own. However, it does rather sit with the MERP secondary skills with the idea that these are pre-adventuring professions.
From my point of view, it makes sense to use the meta-skill idea suggested by the first two definitions. It is easier for the players to handle in terms of recalling their character’s abilities and thus playing more to type. Also, it avoids the gaming the system of having 20 ranks in the Quick-draw skill purely to become fire every nanosecond. Yet having addressed the definition of skill there are a few points to consider.
When you start to think about a meta-skill you realise there are a number of learnt factors that influence your ability to perform. Namely, pragmatic knowledge; physical actions; and theory. To take the carpentry skill this could be types of wood and how to handle them (responding to the knot and grain in the wood); use of measuring and cutting tools; and a theory of all woodworking methods and skills which would allow you to adapt what you know to new situations. In every domain, there are myriad mini-skills which is where the dread RM skill bloat started. Meshing this together, this means that it is possible to be an expert in one of the three domains without being anymore skillful than a rank tyro. This begs the question of how to resolve this potential dissonance without resorting to the fearful skill bloat (an idea I will return to in my thoughts on training time).
Another point to think about is specialisation, which might be less of an issue in a low tech setting, but in a high-tech setting is going to be more important. Keeping to carpenter skill idea. What is the difference between a furniture maker and a structural carpenter? They both have an overlap is some skills and I’m pretty sure (based on my grandfather’s abilities) can make a good job moving from one to the other but perhaps with not the same speed and assuredness. I think this is where the theory domain plays a large role in adapting from one setting to another.
These issues to do with skill are part of my considering how to deal with the time needed to secure additional knowledge and practice in allowing players to create rounded characters who don’t spring miraculously from one state to another overnight. Moreover, they also raise into question how to handling those core primary skills that all adventurers need. Perhaps in a true reductionist sense weapons and armour are all one skill.
Our plucky deputies having discharged their duties with admirable aplomb are retained by Mally Nation as deputy shirriffs (it has been pointed out that they should officially be called Bounders, but I suspect that in the early days of the Shire this formal arrangement has not been organised). Taking their rest in the Midnight Rooster in Wibbleham they are interrupted by a young Dunlending lad seeking sherriffs to come quickly to a hold nearby where members of the family are engaged in a deadly stand-off. Duly prompted the deputies set off to discharge their duty.
At the clan hold, they find a family at war over who poisoned the clan lord’s favoured hunting hound. Family rivalries have risen to the surfaced and been amplified by other family quarrels as the extended family have been invited for a wedding the previous day. So it is that Brega, Alvi and Aelfric walk into a silent hold with three large houses full to bursting of drink-fuelled warriors barely held in check by the desire not to be the first seriously injured in any scuffle.
Having made sure that everyone is aware that the law-keepers have arrived, the party set about interviewing the quarrelling family members. The discover the clan lord Arthfael, in a sombre mood, mourning his dead hound. The chieftan is unwilling to take any decisions and has, in essence, abdicated control of his hold and lands. His new wife Blejan informs the party of how two of the daughters, Nuallan and Fedelmid virtually ruined her wedding party with their constant harping. She accuses both of being evil scheming witches who are just the sort of women to poison the hound in order that their husband could seize control. The youngest daughter, Maella, appears almost as heartbroken as her father and agrees that both sisters could be responsible but admits in private that Blejan has never liked her new husband’s love of hunting.
None the wiser as to the cause of the dog’s poisoner, save that it must have happened during the wedding feast, the investigators move onto question the occupants of Aedan and Nuallan’s house. Aelfric, deciding that a forceful police presence is required muscles his way into the house almost causing the occupying warriors to divert their pent up aggression on himself and his fellow lawmen. Aelfric discovers from Aedan that Brennus, the husband of Fedelmid, the middle daughter, was seen sneaking out with a plate of meat during the wedding banquet. Alvi and Brega question Nuallan and are also led to believe that the fault may lie with this couple. At this point a shout goes up and Aelfric is forced to intervene between two warriors about to attack a goat-herder out to care for his flock. Returning the goat-herder to safety Aelfric discovers that both of the two elder daughters and their husbands could have been stirring up trouble at the wedding.
The tyro detectives move on to the third house where Brennus and Fedelmid along with relatives who have taken their side in the argument have barricaded themselves. Brennus makes no bones to Aelfric about how Aedan throws his weight about the hold as if he were lord. When questioned about the meat he explains that he has a soft spot for his dogs and often feeds them tidbits from the table. Under questioning from Brega, Fedelmid waspishly complains about her treatment at her elder sister’s hands and how the new wife, Blejan, is an arch manipulator who surely should be considered as the culprit.
During this time, a small altercation breaks out when some of the younger members of the family break out into the square. With much bravado, both sides face each other off, more bravado than intent until one strikes out at an opponent and in error strikes another. The Shirriffs are quickly on the scene. Alvi charming the main protagonist to sleep with her sweet music and Aelfric and Brega separating the remaining foes. Alvi again employs her smooth tongue to convince the warring youths to return back to their halls.
Faced with a range of opinions but very little evidence the three shirriffs examine the kennel where the hound was kept. Discovery of a poisonous blue flower amongst the straw bedding leads the three to question the master of the hounds. He reveals that he is the one who collects the bedding for the dogs and that he changed the bedding in the kennel. Further careful investigation reveals that the servant did not understand the nature of the flowers and that this was all a terrible mistake.
Gathering the reluctant principals back in the main hall the deputy shirriffs explain their findings and forcefully point out that any misdemeanours between family members will be dealt with severely. Satisfied that the situation is resolved Alvi, Aelfric and Brega return to Wibblesham
In the cool autumn air, Brega walked towards the Midnight Rooster, the only lodgings in the small town of Wibblesham. Her dark robe was muddy from six months of wandering. Weighed down by her pack and pans, she leaned on her intricately carved staff and paused taking in the mix of overground houses and round doors set into the hillside.
As she neared the inn, her thoughtful hazel eyes noticed a familiar figure stood with an unknown companion on the wooden boards that kept customer’s feet dry when entering the Midnight Rooster. Hailing Aelfric, whom she had grown up in the same village with before they had both been forced on the road half a year ago, she quickened her pace to the door. Soon Aelfric had introduced Brega to his companion who he had travelled with from Tharbad. Alvi, a red-headed bard, was one of those women who made a room light up when she entered. So it was not long before the three sat with a the remains of a supper before them; Brega and Alvi swapping stories; Alvi playing a quiet tune to entertain the tavern’s other patrons.
Come the morning, the three are sat breaking fast together when they are approached by a hobbit wearing a blue goose feather in her hat. She introduces herself as Shirriff Mally Nation. She has been granted leave by the village moot to recruit additional shirriffs to help with shepherding of refugees to safe areas. The village of Wibbleham is not rich but can cover the cost of board and food while they are shirriffs. Seeing a chance to save coin and have a place to rest for a while they work, the adventurers agree.
The first task is to escort a group of refugees to a safe ravine because Shirriff Mally believes that there is a risk of Corn-skin fever, a deadly disease, amongst the refugees. Guiding the emaciated refugees along the road to the new campsite, the party notice one particularly healthy Dunlending. He protests vociferously about the treatment of his people and they are being prevented from moving on. However, Alvi talks eloquently to the unhappy, hungry and weary people about how they are going to be looked after if they follow to the camp and without fuss they refugees move to the prepared quarantine campsite in a narrow ravine.
The adventurers are tasked with guarding the refugees and bringing food to the camp. Brega uses her skill in cooking to create warm hearty food for the refugees and earns favour with the refugees. Still, there is the odd attempt by one or two refugees to escape and find extra food or perhaps somewhere else to live in peace. None get far and Aelfric proves himself to be a capable athlete in chasing down the errant refugees.
Whilst resting in the Midnight Rooster the adventurers hear of talk from some of the local farmers of the theft of livestock. Mally not having spare shirriffs to dispatch to investigate sends Alvi, Brega and Aelfric. At each farm, the tale is the same: they believe that the refugees have taken the lamb or calf that has been stolen. Yet at one farm a clue is discovered, young Semmi Midtoe looks uncomfortable when his family are questioned about the missing lamb. Alvi and Aelfric eventually manage to win his trust and he reveals that it was his pet lamb that was stolen by Betwin Proudfoot. Which is strange because Betwin was buried yesterday.
Confused but unconvinced by the youngster’s description of the deceased hobbit stealing a lamb, the party return to the Midnight Rooster for the night. During the evening, an irate hobbit, Marco Chubb, interrupts their rest demanding that the shirriffs investigate the cruel practical joke that had been played on his daughter Daisy. He tells of how some cruel prankster, pretended to be the recently departed uncle Clarfew and leered through the window at poor young Daisy, quite distressing the hobbitling. Initially, the recently conscripted shirriffs are unwilling to investigate immediately yet after much pleading they eventually agree.
At the Chubb farm, Aelfric finds signs of an intruder but the party are unable to track the intruder. However, they discover that Grandmother Minna has also seen her son playing with the family cat that day. She is most distressed that no-one had told her of Clarfew’s death. This and the presence of the remains of said family cat cause the shirriffs to question the Chubb family further. In doing so they discover that Uncle Clarfew had in fact been secretly trading with the refugee camp and had also contracted corn skin fever. Faced with two recently departed hobbits, the shirriffs soon discover that two more “associates” of Clarfew had recently died and been buried quickly in the village graveyard. With this new information, the deputy shirriffs set off for the graveyard.
In the dark it proves hard to find more than four graves with recently disturbed earth; returning at first light the investigators find a trail leading from the graves into the wood. In the depths of the woods in a small dell Brega, Alvi, Alefric and Mally discover the source of the livestock losses in the form of four hobbit ghouls. Trapping them in the hidden lair it is only a matter of time before Aelfric Smithson with the aid of Alvi Craigsdottir have dispatched the evil but ineffectual undead. Thinking about the refugee camp it becomes clear to Brega that Firdok, the rather healthy and vocal refugee, may also be infected with the corn skin sickness. She explains this to her companions and they plan to capture Firdok without causing risk to the remain refugees.
With a cauldron of stew, the shirriffs return to the camp and without causing alarm to manage to convince Firdok through Alvi’s clever words to come with them to see the new site of the refugees’ village. Before Firdok has time to realise the deception, Aelfric strikes him from behind stuns him to the floor. Fearing that Firdok may recover quickly, Alvi plays her flute and causes Firdok to fall into a deep sleep. Soon Firdok is bound and secured in the village gaol. The town mayor and Shirriff Mally are extremely grateful to the adventurers and promise to hold a trial to determine what to do with Firdok, who is clearly a ghoul but equally has continued to try and support his family and tribe of refugees.
Just a postscript on this adventurer log. This was the first game my family had chosen to play and that in itself was a strange experience given that previously they had shown no desire to play when invited. The start was rather awkward as it often is with new players trying to get over the self-consciousness of playing for the first time. However, I also had to deal with the scepticism of “this won’t be fun and will be weird” and it also being my wife and kids at the table, who it must be said found it tricky to deal with the change in roles and dynamics (as did I). Eventually, once we had got past the embarrassment and also the realisation that it was up to them as players to direct the story, it turned into quite a good game. I am not sure how often they will play or if they will join the main campaign, but at least they enjoyed it and we didn’t end up with one big argument.
As with most councils of war, the subject of leadership and planning reared its ugly head. Denig, the stone man, counselled that he and Ydal should scout the area to assess the location of the Orcs camp. Billwise and Pencho disagreed complaining that the Big People were as noisy as Dwarves in chainmail. Although Pick and Dagaard did not express much of an opinion, it was Pick who swung the vote of all the adventurers towards Billwise’s plan and grudgingly, the stone man was forced to agree.
After a second breakfast, Billwise and Pencho stealthily set off into the woods. Billwise is shown how a Hobbit could move undetected by others through the wood and notice large patches of sunlight where the pursuit of Orcs could be hindered. Following a sunken road, they find an abandoned ruin which appears to be occupied by two Orcish shamans. Below, in a dark defile, a large number of Orc voice can be heard, indicating the main body of the force is larger than the number of adventurers and Hobbits. During their time scouting the area, a cloaked figure, who carries a distinctive pipeweed odour, arrives and converses in Morbeth with the Orcs. Billwise and Pencho, not speaking the language, understand none of this but do catch a few words spoken. They continue their scouting, noting the small patrols of Orcs moving through the wood and a set of riverside huts in which prisoners appear to be kept.
Back at the smial, the scouts inform the council of what they have discovered. The adventurers all agreed that the first task is to free the prisoners, who are probably being kept as a food store. With two Hobbit guides, the adventurers travel through the woods to the riverside without any untoward events unfolding.
Near to the huts, the party formulate a plan. Denig insists that he and Ydal can pacify up to ten Orcs and insists that they are the only ones to enter the camp and that the rest attack any fleeing Orcs first. The Dwarves are unconcerned so long as Orcs are killed and Billwise prefers to wait and see what unfurls before to committing to combat.
As Denig and Ydal move towards the hut where the Orcs appear to be sheltering from the day, they are surprised by a hidden sentry. Ydal attempts to cast her Calm spell but is unable and so retreats. Denig charges to the door of the hut and cast his Calm spell on the occupants of the room. Immediately, one of the occupants relaxes into a calmed state. Unfortunately, the other five are very much active and with a sentry charging, he looks to be very much in trouble.
Realising his only hope is to hold the doorway until help arrives, Denig chooses to engage one Orc in the doorway and ignore the sentry. Ydal shoots wide in haste and the Dwarves rush in, whilst Billwise seeks an opponent to shoot. Soon the sentry is felled by Dagaard but the remaining Orcs seek to escape through the flimsy rear wall. Denig is driven back by the Orc’s charge but both appear evenly matched. At the rear of the hut, both Dwarves engage the remaining Orcs, war hammers breaking bone like winter twigs. At the front, Billwise races through the trees and with element of surprise dispatches the Orc fighting Denig with a thrust through its backbone sending it reeling back into the hut. Unfortunately, the act also disarms Billwise. Fortunately, there are no more foes.
After freeing the captives, the valiant heroes and the weary, starved prisoners return to the smail where the immediate concern is where to house and feed the extra mouths. This is closely followed by decisions about how to remove the Orcs from the woods!
In the gloom of a dry but underground space, the heroes awaken, bound and unable to recall much more than their own name. Gradually, they begin to recognise their companions around them but are unable to communicate in more than their first language, an advantage for both dwarves but not for the other occupants of the room. Soon it becomes clear to everyone in the room that although they are with companions that they have travelled with there are others in the room. To make things clearer one group decide to cast light spells which although successful, result in the loss of magical abilities for one of them. Each adventurer although bound tightly appeared to have their basic combat equipment.
Eventually, the adventurers’ ability with language is restored and Billwise, Dagaard and Pick free themselves. They are confronted by the sight of a dark-haired female adventurer and a short stone-troll still bound on the floor. Uncertain of the nature of the troll whom they understand to be called Denig and the raven-haired woman known as Ydal, Pick opts for leaving them bound whilst Billwise examines the door to facilitate an exit from the room. At that moment, the door opens.
Pick, Dagaard and Billwise, being the only adventurers freed, readied their weapons. A small round head poked around the door and gave a squeak of shock before retreating rapidly. Unfortunately, the door swung shut preventing the three freed prisoners a chance to escape. Quick thinking Billwise thrusts his dagger into the door to act as a handle, that it succeeded surprised all present but the result was to no avail as the door was latched on the outside.
The nascent party have only a short time of introductions and tentative trust before the captors return, though captors they are not. Indeed, the small group of Hobbits that wait outside of the cellar door turn out to be the saviours of the fallen adventurers, who were in danger of being consumed by a party of raiding Orcs. It appears the Orcs have encamped in Neffwin wood for a reason, according to the elder clan leader Isundras Kettle. He adds, between naps, small bits of knowledge he has gained from living in the Misty Mountains during his youth. More pressing is the discovery of the smial’s backdoor by a band of Orcs searching for the purloiners of their latest food supply.
Naturally, the adventurers all decide that they should help their rescuers but with two different parties of adventurers, there was a small amount of tension over planning a sortie to displace the invaders. Alongside this is the reluctance of the leader of the Hobbit men, one Pencho Goodspear, to engage in direct combat. Luckily, it is Billwise who both parties listen to as the Hobbit expert and so it is that under a stealthy but slightly inefficient fire of slingshots the Orcs are defeated. Mostly, it must be said, under the hammers of the Dwarves, but Denig’s stone skin dented more than a few Orc blades. In the woods, the remaining Orcs are ambushed by the Hobbits.
The heroes and Hobbits gather in council within the smial, food, of course, is provided. The Hobbits explain that they have recently travelled from the Ettenmoors after hearing of the new land granted by the Big King of the lake and have recently made Neffinwood their home. Between naps, Isundras tells the party that he feels that no Orc would travel this far from the safety of the Wilds of the Ettenmoors without purpose. From this Pick, Dagaard and Billwise draw conclusions that these are of the same party encountered in the Weathertops, a fact that they do not share with Denig and Ydal. There is much discussion, with Pencho again making it clear he will not risk his hunters in direct battle. Speaking for the women, Fairly Goodnough counsels hiding or leaving, but in private, to Pick, insists that the adventurers exterminate the vermin who have invaded their new home.
Recently, I had one of those moments of insight that make you want to move on. They usually lead you onto new things and new places but they are also mighty scary and need some time to process and if you are sensible (or just a lot older) require a bit of planning. I’ve had a few in my life and they have led to changes that have only helped me grow, even if the process as not always been enjoyable and yes, dear reader I have learnt to plan for the change through failing to do so previously.
Anyway, to the point in hand, I thought “Why do we have levels and EP?”. I think it grew out of the emulation/simulation debate raised by Gabe and a growing dissatisfaction with the whole EP reward and class system. So I raised the question about if anyone had done it and how it worked on the Rolemaster forums. Of course, there is no need to re-invent the wheel when you know it exists, which given the love of rule mechanics often foisted on RM players, was a surprise to find already invented, if a little diverse.
Perhaps I shouldn’t have been surprised because I already knew Runequest used a learned skills system and in some ways, I was thinking about a similar concept. I think that there are several things to consider before I put the mechanics to players as a way forward and inevitable at that stage we may tweak things but when I mentioned it at the post-game beers the other night they didn’t quail.
Here is a list of things I’m thinking about
How many hours/days to acquire skill ranks?
Are all skills learnt at the same rate?
Is the rate of learning linear?
What is the effect of a mentor/tutor/school?
In game skill development?
Natural aptitude vs resilient study?
Hierarchy of knowledge or accomplishment within skill levels?
How to provide an overall measure of success to the players if no level?
How do you encourage adventurers out of school?
Which is a lot of questions to work on, hopefully, I can blog some of my thoughts on the approaches we come up with. I suspect that initially at least we will apply this to the secondary skills in MERP which are almost impossible to develop using the development points given for each level. Certainly, that is what my players would like as a starting point.
Returning from their audience with the King of Arthedain and feeling very smug that they are now Royal Rangers, Pick and Limolas meet up with Billwise and Dagaard at the King’s Rest. In the common room of the inn they adventurers listen to the news of the prevention of an assassination and roaming bands of Orcs. They talk to the recovering Galabron and gain information about strange events by the Royal Barrows and of bandits on the southern Greenway.
Refreshed and resupplied the party sets of along the Greenway.The first night out and Pick observes a passing group of wandering elves passing to the west. Although notes this event he does not consider it significant and tells no-one in the morning. The heroes continue southwards until they near the Royal Barrows where they climb the high hills of Tyrn Gorthad to investigate. The sun shines on the burial tombs of the last King of Cardolan and his sons. The party spend a day investigating and foraging for food without incident and so continue on their journey toward the Manor of Elvellon.
Nearing the region in which Elvellon Manor is located the adventurers come across a canvas-sided caravan studded with arrows. Using his uncanny ranger abilities Limolas is able to intuit that a previous associate by the name of Jeremiah Fallowhide was here recently. Just as he informs the rest of the party of this fact, who should poke his head out of the canvas flap than the aforementioned manic hobbit. Jeremiah explains to the party that he was embarked upon his latest mercantile adventure of transporting some Dwarven steel ingots down to the kingdom of Saralainn when he was attacked by Dunlending bandits. Escaping only by good fortune where his guards did not, Jeremiah has been camped out in his wagon with no way to go forward or back. He looks upon the arrival of the heroes as another sign that fortune on his side as they will surely chase down the bandits and recover his goods for him. However, this time the Pick and Limolas are less than willing to risk all for the unhinged merchant preferring to stick to the task of finding the crystal. Yet, when Jeremiah describes the direction that the bandits went in (confirmed by Limolas’ tracking skill), they agree to keep an eye out. After some pleading by Jeremiah, they also leave the hobbit with some food to allow him to wait out the time it takes for them to investigate.
So it was that the adventurers began to climb into the hills of Cardolan following the tracks of the Dunlendings and away from the Greenway. Within half a day the party had sighted the ruins of Elvellon Manor and noticing smoke rising, approached the ruins with caution. Both the Elf and Hobbit scouted ahead of the less stealthy Dwarves and in doing so discovered the bodies of fifteen slaughtered Dunlendings. Limolas and Billwise returned to the Dwarves and reported what they had seen and the party then entered into the ruins to secure the area.
In the ruins of the keep, there are signs of a hurried defence against superior numbers of possible Orcs and something bigger which has pulled the heads of some of the Dunlendings. The party discover two heavy chests and decide to leave these until they have explored the area more. Scouting further the heroes discover a sunken room in which two small Goblins are sheltering. Quickly, they dispatch the two small Orcs and then proceed to investigate the wall on which a freize of Dunedain princes in battle with Orcs is painted. Limolas quickly discovers a secret door and also that further in are more Orc guards.
After a quick discussion to plan an attack, the adventurers decide to rush the guards with the Dwarves cutting off any escape as quickly as possible and Limolas and Billwise wounding the guards with missile fire. It takes less than a moment, for the party to quell any resistance and none of the Orcs escapes to warn their companions. Justifiably, the heroes begin to feel very pleased with themselves.
Cautiously, the heroes explore the underground complex. In one room, Limolas sets off a trap that releases a cloud of mist, but it seems that the trap has deteriorated with age. Further in, they party locate the rest of the Orcs and decide to leave the area rather than risk a confrontation with a large party of Orcs. Consequently, they descend to the next level.
Below, in a great hall, the party come across a depressed Troll moaning about being sent down below by the Orcs and not being wanted. The Troll’s misery doesn’t last for long and the heroes begin to explore further. At the far end of the hall, there are two doors protected by wards. In his exploring, Limolas discovers a secret passage which leads to a number of rooms not accessible through the two additional, unwarded doors that lead off the main hall.
The party explore several rooms down the secret passage. A plain blue room appears to have some sort of magical properties but not understanding the lore of magic, the heroes move on. An alchemy laboratory and plush room are soon explored and the party of soon loaded with a few additional weapons and a few potions of unknown use.
The explorers descend another level and discover an ossuary full of bones, which unfortunately animate as they enter the bone repository and the party are suddenly outnumbered. Dagaard full of war-like confidence charges in and engages the skeletons, closely followed by Pick who joins more out of a sense of Dwarvish solidarity than a real desire to wade into a room full of walking bones. Limolas remembers that a bow is ineffective and belatedly puts away his bow and joins the battle with his longsword drawn. However, this prevents Billwise from entering the room. Quickly, the adventurers dispatch the skeletons, helped in the most part by the Dwarven hammers.
A door led off the room, which of course being adventurers, they opened. Unfortunately, the room was home to a Wight which immediately attacked. Pick overcome with fear ran in panic leaving only three to face the fearsome undead. Heroically, the three fought against the malicious spirit vanquishing it with their combined might. Finding no treasure the three victors went in search of the missing Dwarf.
Sometime later, having recovered Pick, the adventurers continued their exploration of the third level. The party began to wonder at the purpose of the crypt when the discovered a bier in a room decorated with a scene taken from the lays that appeared to show Morgoth triumphing over the Elves. Beyond this room lay a discovery that only served to confirm this idea. Behind a rotten door, the party were met by a hideous sight. A creature composed of the flesh of many humanoid creatures roiled in the darkness. Many heads and limbs seemed to lurch out towards the surprised adventurers; Limolas barely escaping the first grasping hand. Battle was quickly enjoined; Dagaard was nearly lost to the folds of the creature but for the arrow loosed by Billwise which finally incapacitated the creature.
Relieved, the party continued on and after dodging some caustic slime by using their shields as protection, discovered a cave system. This is where Pick took the lead, a confident caver he determined that one route might lead to the surface. The adventurers decided to investigate this first to see if they could escape the caverns without having to go past the Orcs on the first level. Eventually, they reached the open air and debated what would be the next course of action. Knowing that rest was needed and worrying that the horses might be discovered by the Orcs they decided to return with the horses back to the Greenway and Jeremiah Fallowhide.
The adventurers reorganise back at the Greenway. Jeremiah’s caravan is pulled off the road and the horses and heavier items of loot are stashed with the hobbit. With a rest period completed, Pick, Dagaard, Limolas and Billwise return to the caverns and resume their explorations. They soon discovered a bridge crossing an underground river and beyond this a cavern that led to steps up to a metal door. The only problem, four skeletons that guarded the door. Dagaard rushes recklessly to engage the skeletons. After being victorious over skeletons recently, the now more confident Pick and Limolas quickly join him. The battle appears to go well until Limolas is caught off-guard and finds himself skewered by a skeleton’s sword. Having dispatched the remaining skeletons his companions rush to his aid but they are too late, Limolas’ spirit is already travelling to the Valinor. Having noticed a subterranean lake, the heartbroken party dispatch the Elf’s mortal remains to the depths of the lake along with his beloved fishing gear. From the depths, a giant catfish breaks the surface before diving to the depths once more.
Determined to find the crystal so that Limolas’ death would not be in vain, the hobbit and dwarves return to exploring. More skeletons block their path and locked rooms thwart them. Until eventually, they discover the crystal sitting in a casket. Unfortunately, it sits behind a set of iron bars which also appear to have prevented a number of skeletons from escaping, judging by the armour and the desperate way two cling to the bars. Pick devises a plan to lift the bars and wedge them open with a stone from a nearby empty sarcophagus. This plan has to be slightly altered when they realise that Billwise is incapable of moving the heavy stone lid into place under the bars as the Dwarves lift the metal obstruction.
Stealthily, Billwise moves across the room amongst the scattered skeletons to pick up the crystal. As he reaches to take the crystal he hears a scraping sound as soft a paper. It soon becomes apparent that the skeletons are reanimating, which means it is time for a quick exit. Thankfully, only two skeletons escape before the bars are lowered back into place and these are swiftly dispatched by the three companions, who then vacate the area for safety.
Taking stock of the aims of the exploration, the adventurers decide the cost has been high enough with the death of Limolas and that with the profits from Jeremiah’s ingots and the contents of the captured from the Dunlendings there are sufficient rewards to support further adventuring. As a result of the discussions, the party return to Jeremiah with a chest containing 20,000CP and the ingots.
A crown with some jewels – value unknown
Five potions of unknown use
A collection of short swords, daggers and arrows
5 ingots of dwarven steel +5 belonging to Jeremiah (% of profits)
Handaxe that glows red at evil or undead the party aren’t really sure yet.
Collect the crystal shard from the ruins of Elvellon Manor