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Re: Loosing an Arm - and then what?

Posted: Mon 27 Apr 2026, 21:38
by _ArthurDallas_
Arthur,
will do. Since I am searching for a good idea why our group would want to enter Moria, the "Quest for the Arm" might be a good reason to do so. Particularly because next on their journey, the player-heroes need to search for old lore at the library in the White Towers. Maybe they stumble over some sort of respective ancient writing that provides a hint for such a spell and store it with their fellowship journal, just for gathering intelligence for their patron Elrond (unaware that one day it will be them that might need that Intel)... or maybe that note even mentions such witchcraft being witnessed by a long ago expeditionary elven / dwarf commando into the land of Mordor itself, providing a cause for the group to "walk into Mordor" once one of the player-heroes lost that arm... I also don't rule out that the Witchking might even be the dark sorcerer that attempts to corrupt the group by offering that arm recover-spell as reward for some evil deal, creating a wonderful moral dilemma... opportunities for an epic quest - with many side-adventures in Moria / on the way to Mordor / towards the Witchking's realm - abound!
However it'll play out in the end, I'll post a summary then.
...

Those are all good ideas. I love your idea of ​​going into Mordor to find the "recipe" for making the immaterial arm.

Arthur.

Re: Loosing an Arm - and then what?

Posted: Sun 31 May 2026, 11:21
by Sebastian
I definitely would talk about the losing an arm-part with the players first. If they are not okay with that, let them find an alternative.
Since there are no rules for losing limbs im TOR, it is a pure story-wise decision, and for that players should be onboard.

Re: Loosing an Arm - and then what?

Posted: Sat 13 Jun 2026, 17:14
by Runang
Sebastian,
yes, point well taken. It seems to be fair to talk to the players up front about losing an arm. But how could one do that without completely spoiling the finale?! I will think about this some more and maybe find a solution... at least I found some good artworks on how a new arm, created and attached by (dark) sorcery, might look like: https://www.artstation.com/artwork/BkreB6 - And yes, looking at the arms, that is probably another good reason to consult the players ;) .

Re: Loosing an Arm - and then what?

Posted: Fri 19 Jun 2026, 14:55
by _ArthurDallas_
I definitely would talk about the losing an arm-part with the players first. If they are not okay with that, let them find an alternative.
Since there are no rules for losing limbs im TOR, it is a pure story-wise decision, and for that players should be onboard.
...

I sincerely believe it's unnecessary to talk to the players beforehand... let me explain... my players love surprises, inventive elements, and well-crafted stories, so losing an arm during an adventure and then arriving with a solution involving a prosthetic arm created by magic? Wow, they'll be all for it. I simply think it's up to each Loremaster; they know their players and their game group.

Arthur.

Re: Loosing an Arm - and then what?

Posted: Sat 20 Jun 2026, 08:59
by Linklite
This is why session 0s are so important. You need to know where the boundaries are for your players so you know they'll be comfortable with what you're going to do. Session 0s allow you to learn that without tipping off the players about specific events, because they know that you're laying down general and generic ground rules. Even if you want to know something specific, it's covering a long campaign so they don't know when.

You could do a mini session 0. Just do a quick intermission where you talk about these ground rules and ask what boundaries the players want to set up. Don't just ask about mutilation, also ask about other areas (romance, politics, etc) so it masks what you're specifically interested in. It is a mini one - you don't need a full blown session for it because you don't need to establish expectations for the campaign, what the tones will be, etc, because you've already been playing for a while.

Re: Loosing an Arm - and then what?

Posted: Sat 04 Jul 2026, 18:07
by Indur Dawndeath
I would grant extra xp, when creating an heir, for the player losing an arm, or if they chose to continue add a negative trait, “one armed” that will work in the same way as shadow path. And then add a positive trait, like “folk hero” that can trigger inspiration where his reknown will be a positive factor.

Re: Loosing an Arm - and then what?

Posted: Sun 05 Jul 2026, 02:38
by Fungoliant
Fellow TOR Loremasters,
For any ideas / critique / funny comments I should be most grateful. And even while I would love to find a creative solution for the hero to continue his heroic life adventuring forth and fighting the shadow, I absolutely do not want to bend the Tolkien canon to a degree that makes the whole game ridiculous by inventing overly fantastic deeds like planting a new arm from scratch on the respective hero...
Maedhros eldest son of Feanor lost a hand in the First Age and he was no less deadly. Though he did have some perks.
And I'm a big fan of Guts from Berserk anime...replaced his arm with a crossbow/cannon!

Re: Loosing an Arm - and then what?

Posted: Sun 05 Jul 2026, 19:54
by Sebastian
If the Loremaster knows his/her group well and you‘re sure the losing of an arm works, sure, go for it. Personally I don’t mind a litte meta perspective as in talk to players about important stuff in the campaign. I‘d ask, for example, if a player would be okay with an heroic death and plan it.

Re: Loosing an Arm - and then what?

Posted: Sun 05 Jul 2026, 22:07
by Runang
Loremasters,
thank you for the thoughtful comments, very much appreciated!
Knowing the players quite well and understanding that they very much enjoy sudden twists, dilemmas and extreme challenges to their characters, I think I will go with the "Session 0" approach Linklite suggested and then creating an epic quest for an arm along the line Arthur suggested (i.e. a new arm created and attached by (dark) sorcery that has special abilities but comes with a hefty price, likely some sort of severe shadow scar or that special shadow path). I am very sure that this is the approach our group would enjoy.
It is really great to learn from your input, so the "swarm intelligence" provided by this forum is indeed invaluable, viewing the posted topic from different angles / LM perspectives.
Our Group member that plays the Lindon Elb character is the born hero, always volunteering for the most dangerous tasks and taking on the most dangerous enemies in battle, so I guess it will eventually be him that volunteers to put his arm into the monster's snout. Coincidentally, it is also him who currently paints the (rather big) 1:32 miniature of that terrible monster, not knowing when and in which adventure it later will play a decisive role in the life of his character... especially since that bite wound that severed his arm off probably is a "grievous injury" (p. 101 CRB), potentially killing him if no healing attempts succeed.
As I said, I'll keep you informed here with our experience and how things turn out and develop, but that will still take a long time since first I want them to finish the TotLL campaign so that they can grow for what awaits them in "Raiding the Obsidian Keep", which I will probably place somewhere at the Sea of Rhun.

Re: Loosing an Arm - and then what?

Posted: Wed 08 Jul 2026, 22:12
by _ArthurDallas_
Loremasters,
thank you for the thoughtful comments, very much appreciated!
Knowing the players quite well and understanding that they very much enjoy sudden twists, dilemmas and extreme challenges to their characters, I think I will go with the "Session 0" approach Linklite suggested and then creating an epic quest for an arm along the line Arthur suggested (i.e. a new arm created and attached by (dark) sorcery that has special abilities but comes with a hefty price, likely some sort of severe shadow scar or that special shadow path). I am very sure that this is the approach our group would enjoy.
It is really great to learn from your input, so the "swarm intelligence" provided by this forum is indeed invaluable, viewing the posted topic from different angles / LM perspectives.
Our Group member that plays the Lindon Elb character is the born hero, always volunteering for the most dangerous tasks and taking on the most dangerous enemies in battle, so I guess it will eventually be him that volunteers to put his arm into the monster's snout. Coincidentally, it is also him who currently paints the (rather big) 1:32 miniature of that terrible monster, not knowing when and in which adventure it later will play a decisive role in the life of his character... especially since that bite wound that severed his arm off probably is a "grievous injury" (p. 101 CRB), potentially killing him if no healing attempts succeed.
As I said, I'll keep you informed here with our experience and how things turn out and develop, but that will still take a long time since first I want them to finish the TotLL campaign so that they can grow for what awaits them in "Raiding the Obsidian Keep", which I will probably place somewhere at the Sea of Rhun.
...

Linklite, session 0 is very important. You absolutely must know your players before starting a game, for several reasons. We all want to have fun around the gaming table, so this is essential. I agree with you.

I wish you lots of fun, Runang, with your setting featuring a dark sorcery arm. Keep us updated on your progress.

P.S. Don't forget the spectral aspects of the arm; the black riders (nazguls, ringwraiths, or the Nine) should be able to see the spectral arm, as well as any other daemon or corrupted spectral form, if you choose that option of course. All this should attract the forces of darkness, the forces of Mordor. The Great Eye will be able to perceive the presence of the arm without determining its location, the fellowship of your players will be observed.... hahahah!

Arthur.