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