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[OOC] Citadel of the Iron Crown starting point discussion

Dlsharrock

First Post
This is the starting point discussion and OOC spot for the Eve of Mirkwood campaign, which I'm renaming Citadel of the Iron Crown. This isn't a recruitment thread. We have all the players we need right now and at this point are nearing completion on the character creation process (which is here: http://www.enworld.org/showthread.php?t=222987).

Primarily I'd like to open up a discussion on starting point motivation (based on previous discussions) and put forward my own proposal for bringing the group together. I have designed an adventure. Not linear, but big and encompassing not only opportunity to travel extensively and adventure but also interaction with the 'bigger picture' specific to the period we're playing in, allowing players to do one, or both according to how their game pans out. Originally I planned on proposing a few ideas for reasons to leave the camp, but I'd sooner players put in their own suggestions based on the foundations provided :).

Once we've decided the details, this thread will provide somewhere for players to post OOC comments about the game, rules and so forth if we wind up getting into something in the IC thread that could do with a bit more space to breathe.

It's been mentioned already that we need some kind of motivation for the group to leave the logging camp and explore the world a bit without the reason seeming trite or illogical. As a starting location the logging camp is certainly an interesting location and I really don't want to resort to any kind of disastrous event or invasion to prompt a shift in focus from the camp to the wilderness (which, as has already been mentioned, is more likely to scatter than strengthen the integrity of the group). I considered economic difficulties or racial disharmony but both fell a bit flat in my mind. Hopefully the camp will remain, in the early parts of the game and maybe later, a base of operations leading to adventure and probably travel throughout the wild lands of Middle-Earth. I don't think we need to discuss how to move the game beyond the camp, I think that will happen naturally. Instead the finer points of the initial set up need to be arranged. Which character is where, what they see and how they react and so forth, allowing all players to write the results into their background and start the game at a common point.

Before I begin the opening gambit, I should warn players I've singled out Fred_Binder's character for a bit-part in the set up simply and for the only reason that he's a dwarf. I should add, with the utmost sincerity, that I don't approve of 'Chosen One' games and this isn't what that is. Having a dwarf in residence just makes the whole thing extremely handy. Had there not been a dwarf PC present, I'd have created an NPC.

Opening game proposal:

A dwarven member of the logging camp has something of value, an heirloom of little worth which, to even the seasoned dwarven eye, looks like little more than a collection of Dwarven runic letters (no particular meaning) on a parchment framed in unimpressive beechwood and kept behind a sheet of grubby and slightly cracked glass. It's been handed down from dwarf to dwarf, yet even great great grandfathers purport to have little clue as to the parchment's purpose or point. Whenever the thing is handed over it goes with the same explanation: "it's not much to look at, but it's been in the family for many an Age, so keep it safe and give it to those you sire, lest we suffer the wrath of our fathers".

One night a group of masked thieves steal into the logging camp and take the parchment from wherever it is the dwarf keeps his personal effects, smashing the glass, ripping away half the paper, rolling it up and making off with it. The dwarf catches them in the act but fails to grab them in time. Instead he sees the thieves running away and follows them out of the camp and into the Mountainous foresty terrain beyond the camp. Other PCs are either with the PC in question at the time, also see the thieves running away (and give chase), are out and about in the camp and see them running away (and give chase? or run after the pursuers wondering what all the fuss is about??) or are on the fringe of Mirkwood itself and run into the chasing party coming out of the logging camp (*looking in the direction of Aranel*). Suffice to say the thieves melt into the forest and escape.


From this premise the group forms. Motivation to stay together then depends on where they go next and player input. Do they track the thieves? Do they go back to the logging camp and have a late night sup of ale and a chat about the missing item? Who were the thieves? What did they want with a grubby old parchment? And why did they single it out- of all the valuable things in the camp (there are a fair few masterwork weapons lying around after all). Other PCs may want to study the remaining half of the parchment.

This is the jist of the set up I propose. At a glance it looks like a cliche (thieves steal a valuable artefact and the owners give chase, etc), it isn't. It is the introduction to what will likely be a campaign-sized adventure, but at this point it could just as well be the reason for the bonding of a few logging camp employees late at night over a mug of ale :)

A possible alternative, if players would rather make a more pro-active start, is to begin the game on the outskirts of Mirkwood, having just bumped into Aranel, and on the trail of the thieves. That's also doable, though I'd advise you remember this *is* Mirkwood and it *is* night time and the PCs *will* know only too well that wandering around the forest in the dead of night is rather dangerous.

It just remains to say that this is a discussion intended for the DM and players of Citadel of The Iron Crown (Aka Eve of Mirkwood) but input/suggestions from anyone is welcome provided such input isn't unfriendly, sarcastic, pedantic or in any other way unnecessarily arsy.
 
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I can definitely see Aerec helping give chase, and seeing this as an opportunity to start earning his name and claim to his father's heritage, but I wonder at Aranel's strength of connection. Obviously that's up to Shayuri to judge, but it just doens't strike me as enough glue to draw an elf into the company of men.
 

Ulfang would most likely be with the dwarf, as he's helping the barbarian battle his demons. Also, he'd be greatful for the help and become infuriated that thieves would take something from the one person who's continued to help him out even after he's fallen so far.
 

Well, bear in mind that Aranel is already in the company of Men, sort of. She's already there at the camp, and has been for awhile...trading and talking and interacting and even helping where she can. Chasing down a thief, or curiously wondering what it was all about isn't out of the question, nor out of character.

Of course, her main allegiance is to Mirkwood, but perhaps this thief and their investigations will turn up things that relate to that. A threat or information about the Necromancer who's forced Thranduil to move north over the river...anything like that.
 

Also, if Aranel is charged with watching the logging camp, an interesting event like this might pique her interest, at least enough to follow steathily and keep an eye on things.
 

It would -definitely- pique her interest.

I suspect she'd probably not hide from the people from the camp though. It's more fun to tease them. :)
 

Fair enough. As I said, Aerec is happy for something more interesting than logging, while still keeping his promise to his mother. Let's find us a thief.
 

renau1g said:
Ulfang would most likely be with the dwarf, as he's helping the barbarian battle his demons. Also, he'd be greatful for the help and become infuriated that thieves would take something from the one person who's continued to help him out even after he's fallen so far.

And as one with personal bitter experience of those who pillage and steal...
 


RUMOURS
(heard by any or all in the logging camp and the region thereabouts, and to be used as players see fit).

- Most know of The Brown Man who has lived in the south since our home was known as Greenwood and famed as a land of Elves. Long have his footsteps been observed crossing the plains and wild lands yonder. He heals the Beornings and the Northmen if they call upon his door with their ailments and wounds. But beware the south, if you seek the Brown Man or any who dwell there, for they are wilder still since the passing of Gondor's jurisdiction, and the Riders of Wain oft travel hence seeking sport. Indeed, the Brown Man may yet be dead at their hands.

- Mirkwood of late has become a riven place of shadow and fear where even Elves fear to tread beyond their newly limited domain of the Forest River. The old roads and paths are no more, or too fraught with peril to walk in safety, and rumours abound of fell creatures abroad whose appearance is unfamiliar, even to those luckless souls who have witnessed the foul visage of orc and goblin.

- It is a tall citadel of dark spires they say, risen in the west, upon the fringe of Mirkwood. I have heard the Elves speak of a Necromancer who lodges there and they speak too of foul hosts; goblinoids, whose black drooling ilk and brethren loiter in the grounds and spill forth unto the Vale and the woods. Though the wood is thick and I do not fully trust the lore of Elves, we are but a week's march from the place.

- Travel if you must, or if your feet itch, but fear ere you walk or ride the valleys north of the Ettenmoors and may your soul be shriven ere you return. For there lies a land of witches and wizards whose black arts shake the Earth and unnerve even the hearts of the strong Men of Arnor. Ha! Don't look so afeared. The Misty Mountains march twixt here and there, not to say the width of Anduin and the broad shoulders of Mirkwood. We are safe in our spot, such as it is.

- This work is for fools. Moreover, fools we are to toil here when gems and stones as like to the legends of old lie unknown 'neath the mountains yonder, ripe for the plucking! Aye, there they stand on the lip of the world, great teeth of rock, once the spur of dwarf Kingdoms, you can see them clear as the nose on your face. And you know well what dwarfs covet best and keep well locked in their underdark. Treasures and troves! Well, you can gaze and dream my friend. Those are the Iron Hills, not best suited for the likes of yours or mine. I suppose we'd best tend back to this wood and water for the while and the gold of old Dwarfs can keep, eh? Heh.

- Yea, I heard it from my nephew's cousin, once removed, a far traveller, just back from Dale after business with the Elves in the West! He spake it to my nephew, and I heard it from him. A town, fallen to ruin, beyond the woods and the mountains thereafter, and the stones of the town speak of words and deeds! Stones that speak! Just imagine. Though I don't say as I believe a word of it, nor hold to visit such a place myself.

- Wizards are real, yes of course they are. There is a deal of legend about them, and not all you may hear is true. Like as not, most of what you think you know you probably don't and the rest you should probably learn anew. I do know of Men who know of those who hear tell of the Grey Wizard in these very woods! He stands three times as tall as the tallest man you know, and from his long grey beard swing the skulls of his enemies. He carries a stave of scarlet and from his fingertips come sparks of fire, kindling trees, or like as not the clothes on your back if you get in his way.

- There's one here who harks from their ranks, or at least his brethren do. Masters of horses they are, and they seek the spirits of the horse gods from the northerly climbs of the Anduin and as far as the Wold of Gondor. Their steeds are thoroughbred; best horses on all the Earth. If you want to travel with swiftness you'd do well to seek their lands at Greylin and Langwell, though you'll need plenty of gold. Not lightly do the Men of the North trade their steeds.

- There are those who dwell in the woods and spin their webs betwixt the trees and spindle. And there are those who, I know from stories past, once harvested the web and made good use of its nature and substance, afore the woods became too thick with shadow and rumour. But, there are those in Dale and possibly Esgaroth who would harken to talk of trade, and rich trade, were we to follow in the steps of those web-catchers of old. Tis a dangerous road, but the great rewards might improve our temper ere we returned laden with web!
 

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