Tue 04 Feb 2025, 04:15
I've roped a single friend into trying the game by promising we can do Strider-mode together as Strider, so I've set up an "Aragorn Escapes from Moria" adventure that I'm planning to start this week. We're setting this not in 2980 like the book suggests, but 2965, marking the end of his service in Rohan and immediately before he appears in Gondor. We're starting out with him enslaved in the mines, with the enslavement serving as a sort of "tutorial island" so we can get the hang of the system.
Here's what I have so far for the initial few sessions - would love any feedback
While encamped on patrol near the northern borders of the Mark, your company was ambushed by Moria-orcs. An unlucky blow left you wounded and captured; fever set in as your captors drove you back into the shadow of the Misty Mountains, around the edges of Lorien, into the Dimrill Dale and through the great East-gate of Moria. By then you were in the grip of fever, and much of the next few days is lost to your memory. You recall great ruined halls, Orcish hands stripping you of weapons and trinkets, and walking down, always down, until you were brought to the Ledge of Woe.
The fever broke there on that narrow ledge on the chasm, with the Bridge of Khazad-dum high above you. Your recovery seemed to settle some dispute or argument between the two gaolers, the smugger of the two announcing that you were fit for the the mines. The next day you, along with some other recent captives, set out under guard down the Winding Stair. Any attempts to speak with your fellow captives were met with whips
The journey took several days as you travelled deeper into the mountains, below the levels and deeps of the Dwarrowdelf. Other bands of Orcs passed by you in the narrow tunnel, sometimes carrying loads of ore up the stairs. While meetings between Orc-tribes are never friendly, there seemed to be more tension between your captors and those Orcs that were coated in soot and ash.
Finally you reached the bottom of the stair at the gates of the Black Barbican. The warden Shagram introduces himself. Long and short of it is: you bring back ore, you get food. Try to steal the food and he’ll kill you slow. If you run up the Stair, there’s nowhere to go but the Ledge. Sneak off in the mines? You’ll starve if you’re lucky.
It takes 1 ‘shift’ (morning, midday, afternoon, evening, late night, small hours) to get from the Den of Forgotten Stars to a digging location in the mines. Roll a feat die. On an eye, roll a journey event.
Spend a shift to look for a new vein. Make a SCAN check. On failure, roll a journey event. On success, discover an iron vein of size 3. Spend 1 success to improve accessibility (+1d on CRAFT check), 1 to improve size by 3, or 2 to discover gold instead of iron.
Spend a shift to mine. Make a CRAFT check and gain 1 fatigue. On success, mine 1 load worth, spend success for extra load. When you have mined load equal to the size, the vein is depleted.
Returning from the mines takes a shift. Roll a feat die. On an eye, roll a journey event.
Upon returning to the Den of Forgotten Stars, make an ATHLETICS check instead of a TRAVEL check to remove fatigue as you climb.
Turning in 3 load of iron or 1 load of gold is 1 days rations. Mithril must be turned in, but is not rewarded. Being caught with any is worth a beating.
There’s no alarm clocks in the pit, you can sleep when and however much you want. 1 shift is a short rest, 2 a prolonged rest, and you can sleep in a shift to relieve an additional point of fatigue.
House Rule? Every day spent without food reduces maximum endurance by 1. Every day spent eating a meal and taking a prolonged rest restores 1 point of maximum endurance.
Just before reaching the Black Barbican, there’s a trio of large, lazy orcs (MAKU, BAGGA, and TORZ) who extort solitary workers, mostly Men, though they’ll attempt to collect from unguarded slave-dwarves as well. They are unarmed, though the largest has a broken piece of Dwarven machinery he’s sharpened into a knife. They demand half of whatever is being turned in. Refusal escalates the demand to everything.
Maku attacks the PH 1v1. He starts unarmed, but draws his dagger as soon as he gets hit. The orcs have no other weapons or armor. If the PH wins, the other two jump in until PH surrenders all their ore, the PH is knocked unconscious, or all three thugs are defeated.
MAKU
Burly, Cunning
Orc Guard, no armor, dagger only
BAGGA
Lazy, Mocking
Orc Guard, no armor or weapons
TORZ
Coward, Alert
Goblin Archer, no armor or weapons
Dag, a dwarf-friend from Dale has been recently captured along with his Dwarven companions, who are beginning to fall under the curse of Khazad-dum. He needs your help to snap them out of it. If the Player-hero is knocked out by Maku and his gang, Dag will drag the PH off and help them recover in exchange for their help. Dag will help introduce you to Toki, their leader. Run introductions as normal. Asking them to join in escape is a bold request and their stance is open.
If PH has found a save haven nearby or their plan has an immediate destination, the request is more reasonable, and if the dwarves have been in the mines more than a week, the request is more outrageous.
Finding a temporary safe haven in the mines is an extended seeking test of resistance 9.
There's no clear way out of the mines without setting out on an extended trip. Using SCAN or EXPLORE to find a path out will provide a clue pointing to one of the schemes or trouble that could result in freedom:
Escaping up the Winding Stair into the Dwarrowdelf
Bargain with Shagram
Sneak up
Fight up
Reaching the goblin village via the Goblin-way, up to Thrym’s cavern
Hire/follow Scratch
Explore the greater vein (risky, takes PH close to Udun-orc strongholds)
Help a runty orc (Harelig, from Mountain Galleries in TtDoD) escape home to Granny Goblin; he's being bullied by Torz
Hope for some hidden way through the old mines into the center of Moria
Stock up food and set out
Long journey but no guards
Occasional Udun-orcs or animals
End in the Great West Cave