Legend of the Ice caves

So at last we can begin the session logs. This adventure was run straight out of the “Rogues of the borderland” book from the first adventure. The players are sufficiently levelled with enough fighting prowess to survive meeting the ‘rogues’ in small groups. If they use the combination of the elf’s stealth and the dwarf’s robustness well they should overcome the obstacles and be able to fathom the mystery.

The tale starts with our two heroes drinking and resting in the ‘Two Rivers’ inn in Culwic. They have met Talendra the innhost and have had time to get to know the area and understand the niceties of local customs.

One evening, Beor a local prospector dwarf enters the Two Rivers. He slumps in front of the fire looking visibly shaken. Even a free pint offered by Talendra fails to shake him from his shocked state.

The adventurers soon learn of the curse of the Ice cave and the that Beor has been haunted since he discovered this cave whilst following a stream containing a high content of gold ore. A fact that immediately piques Picks interest. Having assessed the information and convinced Limolas that there is profit for new clothes in investigating the cave, the two set off for Beor’s cabin in the hills.

During the cold snow interrupted journey they are attacked by two of the bandits who had been in the Inn and had thought to overpower the adventurers before they reach Beor’s claim.

Arriving at the claim the duo explore the area and disturb more of the bandits. Winning the skirmish, they believe that they have been attacked by more wandering bandits. The battle has taken its toll and so they retire to Beor’s cabin for the night. It is here that they first encounter the ghost of the cave. Pick is terrified by the phantasm and begins to fear that the legends are true.

The next day the pair attempt the path to the cave, but come under ambush. Although they are able to dispatch the ambushers, they are badly wounded and again return to the cabin to recover. Night after night the phantasm assails the cabin. Pick becomes more and more afraid, but Limolas in his simple way tests the phantasm but is unhurt. However, he cannot make the connection between the bandits protecting the cave and the appearance of a ghost. Eventually, Pick can take no more. He convinces Limolas to quit the area and they two return the Culwic pursued nightly by the phantasm.


Pick is -25 on RR vs fear for phantasms/ghosts/spectres
In Culwic there is still a certain amount of respect for the party for being helpful and braving the ghost. However, the failure to dispatch of confront the ghost in a way that allows Beor to return to his home balances this out. One villager might put it as “They are well meaning…..” another as “It was so nice that they thought they could help”

Who we are and where we are from

The players gathered eagerly around the table. It has been less than half a life-time since we played, but it might as well have been two life-times. Both these players have run their own campaigns and games. They have been successful GMs with a range of people wanting to join in the fun. They might as well have had no experience the way they  peered confused at the range of abilities and Stats. “Where is my hits?”

“How do I know I can move in chain?”

“Is this stat good?”

Suddenly, my rustiness in rolling several characters with a blend of skills didn’t seem so bad.

Soon the choices were made. An unusual pairing I have to say, but they chose them, and although the blend of skills is not perfect it could work.
Photo: The adventurers have travelled to the small town of Culwic and taking residence in the "Two rivers" inn. The back story is that this unlikely pairing formed sometime ago in the southern foothills of Ered Luin. It was clear to Pick that he was in need of a companion to help him seek out treasure. Such a companion would need to be ignorant of the true value of the ores and items he really sought. In Limolas he had found the mother lode, not only did Limolas not appreciate the value of such things he was never likely to find out. In fact, PIck now has the perfect companion who will be happy with small trinkets and will, in general, accept all of his suggestions. It has also confirmed Picks long held belief that elves are indeed half-wits. Limolas on the other hand is delighted to have a companion who can help him navigate the world. Who will help him gain the means to get the finer things in life and who is carrying cash that reduces his need to do menial labour.Elven ranger – Limolas strengths in subterfuge but can generally be thought of as at the back of the queue when the brains were handed out. Limolas’ main concern is looking good and ….oh shiny things!

Dwarven warrior – Pick Strengths in body development. He is able to stand up in a battle soaking up damage and drawing attention. His interests are in the deep dark places and the treasures held therein.

There are slight problems in a dwarf and an elf pairing outside a large party, but its not unheard of. It became apparent straight away that Pick was going to be the brains in the outfit and Limolas was never going to be bright enough to notice. This means that I am going to have plenty of fun reminding players to stay in role. I think both players need to see “Of Mice and Men” to get a feel for the power balance. It does mean that although Limolas only confirms Pick’s prejudices against Elves. Limolas really doesn’t understand what the fuss is about.


A new chapter and some old ground

Only two players really does limit the scope of some adventures so the pair were given a choice of Warrior, Scout, Ranger combination. This will give the potential of grunt in the early stages and the ability to disarm traps and locks without dying immediately. To give the adventures are more favourable start we also ignored level 1 and 2 as this really does limit the chances to have interesting plot lines.

Although when we chatted as a group we realised that we had forgotten much of the details of the adventures we had played in the past. We decided to play in the region of Ered Luin, during the fall of Arthedain, a region we have not played. This will give sufficient wild lands to explore, but also a decent level of civilization to fall back on for political intrigue.

To keep things ticking over we are going to use “Rogues of the Borderlands” as the reference resource (good grief they go for how much on Ebay?!!). We still have demanding day jobs, and life doesn’t have a lot of space for creating scratch campaigns. But we should be able to manage something once every three months.