Sunday, February 2, 2025

[The Ember of Angmar: Chapter 5] The Road to Carn Dum and the Gathering Storm

Player Notes

I wanted to bring my campaign into the fall and set up the next arc so this was a short chapter but with a huge battle with snow-wights (from the Ruins of the Lost Realm book). I wanted to have another sizeable chapter and felt that I could by controlling 6 additional Ranger characters if even only for this chapter. That was... a lot. Difficult to keep track of and the emotional stakes didn't deliver for me. Not entirely at least. I do like that the band of 6 accompanying rangers went down to 2 and I was able to continue to explore different battle mechanics.

I knew early on that I wanted the ritual to succeed so I didn't give that much of a chance to play out differently. I also knew I wanted the Witch-King to appear but only in spirit, not as an adversary for my adventuring characters. I like the schism of Ethelgar and Vurik. I want some combination of ambitions at play that can lead to a full exploration of the Mount Gram landmark in the Lost Realm book but with two meta forces at play in the opposition so that Ovi and Narlos can play stealthy foils in a realistic way.

I am pretty light in my return journeys and though it made sense for them to go back to Annuminas. That said, it was 20 hexes on the map so I did a few events. Mostly they deepened some of the shadow scars on Narlos and Ovi that I hope continue to make them interesting to play (troubled, broken, etc.) That said, I had two chance encounter rolls so I had Halbarad come to greet them to make the rest of the journey more bearable. I also introduced Gandalf because of these rolls though I want him to have minimal impact (for now) so he was a quick glimpse of a visitor.

I might have one small more journey that takes them to Bree or in preparation, but then I will have them "settle" for Yule. I think the beginning of the Mount Gram arc will begin in the Spring.

In this I also introduced a new Orc character: Horluk, the current leader of the Mount Gram orcs. In timing, I'm thinking the struggle between Horluk, Ethelgar, and Vurik, even in preparation for Sauron and a war in the north, will make for compelling next chapters. We'll see if it sets the stage for the Northern Wars we know and love from LOTR or if our heroes thwart some more dastardly plans.

End of Chapter 5: AI Summary of Gameplay

Starting Location: Sarn Ford (Early Summer)
Ending Location: Annúminas (Mid-September)
Distance Traveled: ~600 miles across Eriador into Angmar and back
Notable Locales: Bree, North Downs, Angmar, Carn Dûm, Mount Gram
Primary Adversaries: Dorthul, Ethelgar, Vurik, the Wights of Rhudaur, the Shadow of the Witch-King


Summary of Key Events

  1. The Journey North & Gathering Allies

    • Narlos, Ovi, and a company of six rangers (Lindir, Berenvar, Celasdir, Aldaric, Eryndir, and Thalion) depart Sarn Ford to intercept Dorthul’s ritual.
    • Halbarad ensures they receive supplies at a North Downs camp before they push into Angmar.
    • Ethelgar appears in spectral form, warning them not to interfere.
  2. Battle with the Wights of Rhudaur

    • Nearing Carn Dûm, the company camps on an ancient battlefield and is attacked by 14 wights.
    • Three rangers—Aldaric, Eryndir, and Thalion—fall in the bitter fight, their bodies claimed by the frozen ground.
    • The remaining company presses forward, now severely wounded and weary.
  3. The Ritual at Carn Dûm

    • Narlos and Berenvar scout ahead, witnessing Dorthul, Ethelgar, and Vurik completing a dark ritual using three relics of the fallen kingdoms:
      • The Morgul Blade of Rhudaur
      • The Onyx Stone of Arthedain
      • The Cardolan Dagger of Westernesse
    • A vast, formless shadow rises from the depths of a pit, revealing itself as the spirit of Angmar’s King, answering their summons from afar.
    • Dorthul, expecting to receive power, is instead sacrificed—Vurik runs him through and casts his body into the pit.
    • The shadow empowers Ethelgar, binding him as a wraith clad in white and sending him to Mount Gram to summon the orcs for war.
    • Vurik is granted a sorcerous staff but is denied authority over Angmar’s forces, a slight that stokes his rage.
  4. Arrival of the Orcs of Mount Gram

    • A band of orcs, answering a summons Ethelgar had orchestrated through Dorthul, arrive at the ritual site.
    • They are wary of Vurik and do not immediately recognize him.
    • Ethelgar departs with several of these orcs, heading to Mount Gram to prepare for war.
  5. Vurik’s Defiance & Claim to Power

    • As the orcs prepare to leave, one recognizes Vurik as an exile of Mount Gram, abandoned in his youth for being weak.
    • His own band murmurs, questioning his past.
    • Enraged, Vurik uses his new staff to paralyze the orc with terror before running him through.
    • He proclaims that his band will go to Mount Gram, but not to follow Ethelgar—he will take it for himself.
  6. Return Journey & Meeting Gandalf

    • Narlos, Ovi, Berenvar, and Lindir reunite and decide to retreat rather than pursue.
    • They travel for over a month, stopping at a North Downs camp where Halbarad meets them with fresh supplies and rangers.
    • Near the Weather Hills, they encounter a wandering stranger—Gandalf the Gray.
    • Gandalf listens closely to their tale but keeps much to himself.
    • He questions Narlos and Ovi about Ethelgar, the ritual, and the mention of a Lord of Angmar, appearing deeply troubled.
    • The company reaches Annúminas in mid-September. Gandalf declines Halbarad’s offer to stay for the harvest, instead setting out southward in haste.

Important Notes & Developments

  • Ethelgar Ascends – No longer a mere wraith, he is now cloaked in white and sent to Mount Gram to prepare for war.
  • Vurik’s Defiance – With his newfound sorcery, Vurik plans to take Mount Gram by force rather than serving Ethelgar.
  • The Shadow of the Witch-King – Though not physically present, the dark presence at Carn Dûm was unmistakably of Angmar’s former ruler. His influence lingers, and his mention of his true Lord in the South hints at greater forces at play.
  • The Ritual’s Success – Though the heroes possess one Cardolan dagger, another was used in the ritual, completing its purpose. Whatever the full consequences, they were not able to stop it.
  • Gandalf’s Worry – He suspects more than he lets on but does not reveal his full thoughts. His concern is evident, especially regarding the forces moving in the North.
  • Angmar Awakens – The forces of Mount Gram are being summoned for war. Whether against Eriador or something else, the darkness grows.

Saturday, January 25, 2025

[The Ember of Angmar: Chapter 4] The Dagger of Cardolan

 

Player Notes

Before using other source material than the Core Rulebook, I really wanted to make use of the lone landmark in the Appendix of it, "The Star of the Mist." I think it had a lot of character and depth, and I could bend it - just a little - to fit within my campaign. Even the tone and setting of these Dunedanian ruins, their connection to Dwarves, etc. All of it felt very serendipitous.

I decided to have it be a rumor from Halbarad that would get them up and on the road again. I didn't know as I started how I would incorporate the dagger of Cardolan that is the third part of this growing conspiracy to awaken Angmar (more on that in a moment). I didn't know if I'd have the dagger be in place of the blue gem, or maybe have it found alongside. That part evolved naturally and I had it be a final relic found by my player characters at the end so I could keep the integrity of the landmark and this curse on this Cardolan household.

Now, to this conspiracy for a moment. I know at this moment that I do not want my characters to have a fight with the Witch King. I don't know yet what I want this ritual that Ethelgar, Dorthul and Vurik to perform will even do. I might have the Witch King make a sizeable appearance there, but I don't know what that event will do to my characters or these antagonists OR if I'll even have my characters present to witness it. That's why I thought the existence of multiple daggers (potentially!) was important. The wraith/spirit Elwen alludes to multiple daggers of Westernesse, which - of course - we know that there were. Perhaps Dorthul was successful in finding another and the ritual will be proceeding despite this "win" by Narlos and Ovi. We'll have to see what they hear from Halbarad at Sarn Ford.

Only other big comment: I've done a lot of fighting and a lot of fighting with the undead. Given the antagonists, I don't see that this can be fully remedied anytime soon, but it is certainly taking a toll on my heroes' shadow paths so I'll need to see where I go with those.

ALSO, I almost forgot Sabian. This is an Umbari character introduced in the landmark from the Core Rules set. I was not prepared for a fourth antagonist and I don't fully know his motivations yet. He wants this gem that fueled the curse against Lord Haldirion, that is apparent. But I didn't want to have to deal with his motivations or arc yet so I had him slink away after being injured by Elwen and we will come back to his plotline down the road. I'll have to see how that intersects with our character's stories in the future. For now, the gem is with Narlos and will presumably be left with the Rangers at Sarn Ford.

I'm having a lot of fun discovering this story. It takes hours of writing, dice rolling and interacting with the GPT, but it's given me a new appreciation for the creativity and enthrallment that can come with these table top RPGs.

End of Chapter 4: GPT Summary of Gameplay

Starting Location: Annuminas
Ending Location: Sarn Ford

Key Events:

  1. Departure from Annuminas
    After weeks of recovery by the shores of Lake Evendim, Ovi and Narlos set out on their next journey, tasked by Halbarad to investigate reports of Dorthul's thralls moving southward into the South Downs. Halbarad had heard troubling rumors of a faint blue light seen near ancient ruins, paired with reports of missing woodsmen. He suggested the light may herald sorcery or danger tied to Angmar, but neither the location nor the details of its history were known. Narlos and Ovi ventured south to uncover the truth, unsure of what awaited them.

  2. Journey South
    Their travels along the Greenway were peaceful at first, but on the fifth day, they stumbled upon an ancient battlefield. A sinkhole exposed the remains of a forgotten clash between Angmar and the Dunedain. Though Narlos recovered a coin of Arthedain, the crumbling ruins caused Ovi to take a fall, leaving him injured and fatigued. The battlefield stirred unsettling emotions in both of them—memories of betrayal and despair, coupled with their current fears.

    The journey through the South Downs proved arduous. Rain-soaked bogs, heavy humidity, and gnats drained their strength, yet they pressed on. One night, while camping near the edge of the Downs, they saw Dorthul's thralls, one of whom lay slain by a band of brigands. Soon after, they glimpsed a blue light in the distance and decided to follow it, suspecting they were nearing their goal.

  3. Brigands at the Bridge
    At a great chasm surrounding the ruins, they encountered a camp of brigands guarding a makeshift bridge. Their leader, Sabian, an Umbari corsair, allowed them to parley but demanded they retrieve a blue gem rumored to bind spirits to the mortal plane. Narlos refused to swear an oath to Sabian, prompting a fight. Sabian fled into the ruins, collapsing the bridge behind him.

  4. Exploring Narag-Nala
    Descending into Narag-Nala, the ancient dwarven halls beneath the chasm, Ovi and Narlos battled a barrow-wight and marsh dwellers. These ruins held fragments of history:

    • The dwarves, once allies of Cardolan, betrayed the House of Haldirion during Angmar’s invasion.
    • The Dagger of Cardolan—one of several blades forged to combat shadow—had been entrusted to the dwarves for safekeeping.

    Though Narlos’ understanding of dwarven betrayal tested Ovi’s temper, he suppressed his anger, seeing Narlos as distinct from these long-dead men. Still, the tension left a growing bitterness in Ovi, his frustration directed at the shadowed histories of Middle-earth.

  5. The Accursed Halls and Tower of the Star
    Emerging from Narag-Nala, they ascended to the Accursed Halls, the ruins of the Cardolan castle. Here, they found the throne of Lord Haldirion, built mockingly by Angmar's orcs. His mummified corpse bore a crown with a blue gem, the same one Sabian sought.

    Confronted by the wraith of Lady Elwen, Haldirion's wife, they learned of the house’s grim fate. Elwen had locked herself away during the castle’s fall, cursing the dwarves and succumbing to despair. Her wraith, sorrowful yet malicious, attacked them. In a desperate battle, they vanquished her spirit, breaking the curse that had bound the house and its people. Narlos removed the gem from Haldirion's crown, causing the mists to lift and the dawn to break over the South Downs. However, the Dagger of Cardolan was not in the Accursed Halls, prompting them to return to Narag-Nala.

  6. The Vault and Discovery of the Dagger
    Guided by ancient riddles inscribed on the walls, they discovered a hidden vault deep in Narag-Nala. Within, they found the Dagger of Cardolan, gleaming with the light of Westernesse. This blade was the third relic needed for a ritual of Angmar, joining the Morgul blade of Rhudaur and the stone of Arthedain from Fornost. Now in Narlos’ possession, they knew the dagger could prevent the ritual—but troublingly, Elwen’s words hinted that other such daggers might exist.

  7. Final Confrontation with the Brigands
    Returning to the brigands’ camp, Ovi and Narlos were ambushed by Sabian’s remaining men. Weakened from their trials, they still managed to defeat the ruffians, driving the last survivor to flee. Sabian, however, was nowhere to be found, leaving his ultimate intentions with the gem uncertain.

  8. Return to Sarn Ford
    Exhausted, Ovi and Narlos made their way to Sarn Ford, arriving by midday the following day. They carried the dagger and the gem, but the journey had left them weary, wounded, and with more questions than answers.


Major Discoveries:

  • The Dagger of Cardolan, the third component needed for a ritual linked to Angmar.
  • The blue gem from Haldirion’s crown, capable of binding spirits to the mortal plane.
  • The tragic history of House Haldirion and the betrayal of Narag-Nala’s dwarves.
  • Confirmation that Dorthul and Ethelgar’s plans depend on relics of Westernesse, each tied to the kingdoms of Arthedain, Cardolan, and Rhudaur.

Unresolved Threads:

  • Sabian’s intentions and his pursuit of the gem.
  • The possibility of other Cardolan daggers existing and whether they too are being sought by Angmar’s agents.
  • The whereabouts and next moves of Dorthul, Ethelgar, and Vurik.

Character Arcs:

  • Narlos wrestles with the darkness of Angmar and his sense of duty to protect the free peoples of Eriador. He is haunted by the shadows he has seen, yet resolute in wielding the dagger to stop Angmar’s schemes.
  • Ovi struggles with newfound bitterness toward the histories of Middle-earth. The betrayal of the dwarves by Cardolan rekindles his fury, though he maintains his loyalty to Narlos and his quest for vengeance against Vurik.

Monday, January 20, 2025

[The Ember of Angmar: Chapter 3] The Shadows of the North Downs

 

Player Notes

I was having fun in the house of Bombadil so I had him introduce a riddle about a forest in the North Downs. I had a plot device in mind for this: a trick that would allow my player characters to do something truly heroic. I had gotten a sense of balance with the Cave Troll in the previous chapter, but I wanted them to take down a considerable number of foes. This would be the first encounter I needed to draw the grid out for (more on that in a moment).

Bombadil gave them a clue as to where to head next. In my mind, lone sorcerers and an undead wight seemed difficult to track for the player characters and unlikely that there would be much news. I also had a lot of my own questions surrounding Vurik and this cursed Rhudaur dagger, and it seemed likely Tom could have news of a traveling orc hoard. They pursued the orcs and continued to find dead orcs - victims of sorcery, thralldom from Dorthul's dagger. That is ultimately where they were heading. Using the orc thralls to track the location of Dorthul. By the time that Ovi and Narlos found the orcs in the woods north of Fornost, Vurik had captured Dorthul. He was about to murder him for the use of the Angmarim sorcery, when Ethelgar intervened. This was an opportunity to answer some questions and tie a narrative arc between these three antagonists. Ultimately, Vurik sides with the spirt and the sorcerer to help conduct a ritual and awaken Angmar or contact the Lord of Morgul - this was all pretty loose to Vurik (and honestly, to me) but it could be used to gain favor or negotiate some ambitious angle so the orc took it. I had the last part of this 'cutscene' with the enemies turning on Ovi and Narlos.

I wanted an intense scene and fight. I had the song or rhyme of the forest - taught by Bombadil - as a convenient plot device that had them fight 15 orcs of varying strength and Gorgon - a barrow wight - in one skirmish. I started with Ovi and Narlos in separate glades - each with a battalion of orcs each. I started with some unfavorable rolls for Narlos and he began to bleed out, but eventually succeeded on a healing roll. Ovi is intense and he has incredible strength and parry. I had some favorable rolls midfight that allowed them to rebuff the orcs and progress into the next part of this moving, winding forest. After each round, I had Gorgon shout and cripple the player characters with fear. This drove considerable fear to Narlos who failed many shadow tests. I had this ultimately deliver some scars and provide some visions of the intentions of Ethelgar and the ritual to awake Angmar (admittedly, a selfish plot device). Eventually, Ovi had too many shadow points, and while I could've progressed to fighting Gorgon the wight, I instead had him driven with vengeance and leaping into the last glade in the woods - needing to take down 3 more enemies. They were both so low on endurance and I wasn't sure how I would do it. Yet, with some more favorable rolls I had them both take down Gorgon for good - the first real 'boss fight' of this campaign. It was really exhilarating - especially as I tracked all of this (the position, the moving forest, the rolls, the hate, etc.) on graph paper and then recounted it to the GPT for some dramatic flair.

I ended by acknowledging their rough position. Even if they had drives to pursue the enemies, they wouldn't know where to begin. Ethelgar, Vurik and Dorthul could have left in any direction, they do now know where this new knife of Cardolan rests (the missing piece for the ritual as Narlos saw in his shadowed visions). I also recognized that this has been nonstop and that Narlos would realistically need to confess and consult with his kin. They were also close to Annuminas. I want the threat of this all to be real, but need to give them a moment of rest and reflection - likely into early to mid summer. I think the plans of the enemies will also slow down. They have a relic to find, Vurik has 15 left orcs in his service, and I may have that the ritual can only be performed in the autumn or winter. We'll have to see - I'm really enjoying the campaign so far though and the development of these two characters.

End of Chapter 3: GPT Summary of Gameplay


Synopsis

Guided by hints from Tom Bombadil, Narlos and Ovi set out into the North Downs to pursue Vurik, the Orc Chieftain, and his sinister allies, Dorthul and Ethelgar. Along the way, they encountered lingering traces of Angmar’s sorcery and growing evidence of dark forces conspiring in the wilds.

In a climactic battle deep within an enchanted forest, the duo used Bombadil’s rhyme to awaken the trees, which aided them against overwhelming odds. They overcame an Orc host and the wight Gorgon, though not without suffering severe wounds and lingering effects of shadow. Their journey ended at the Ranger outpost near Annuminas, where they sought healing and contemplated their next steps.


Key Events

  1. A Farewell to Bombadil

    • Narlos and Ovi awoke in Tom Bombadil’s house, their spirits lighter after a night of rest. Goldberry welcomed them to a morning meal of breads, honey, and cream.
    • Bombadil presented Ovi with a new shield, blue with silver Arthedain markings, to replace the one he lost to the troll.
    • While he did not know of Vurik or Dorthul’s exact plans, Bombadil shared news of Orcs traveling north past Fornost. He taught them a rhyme to awaken the forest, a strategy that could aid them in their journey.
  2. A Trail of Death

    • As they tracked Vurik’s band, the companions discovered several orc corpses, each slain by their own kind.
    • The bodies bore signs of corruption from sorcery—likely tied to Dorthul’s talismans—suggesting growing chaos within the Orc company.
  3. The Encampment of Vurik

    • They discovered Vurik’s camp, teeming with Orcs, where Dorthul was bound and beaten.
    • Ethelgar appeared as a shadowy wraith, manipulating Vurik into an alliance. He declared his intention to reclaim Angmar’s power, revealing that Dorthul’s knowledge of sorcery made him an essential pawn in this endeavor.
    • Vurik remained skeptical but intrigued by the potential power he could gain. The alliance between the Orc Chieftain, Dorthul, and Ethelgar was forged, albeit tenuously.
  4. A Battle Amid the Trees

    • Using Bombadil’s rhyme, Narlos awakened the forest. The trees twisted and moved, creating natural barriers that disoriented the Orcs and scattered their forces into smaller groups.
    • The companions engaged in a fierce battle across the forest:
      • Narlos relied on his bow and blade, using the forest’s cover to outmaneuver and eliminate enemies.
      • Ovi, fueled by dwarven fury, fought with ferocity but risked his life in reckless attacks.
    • The fight culminated in a confrontation with Gorgon, whose spectral presence brought chilling fear. Despite the wight’s oppressive power, the duo worked together to banish him.
  5. Retreat and Recovery

    • Severely injured, Narlos and Ovi rested in the forest for a day before retreating westward. Along the way, Narlos was haunted by visions of Angmar’s dark plans:
      • A Morgul blade, an Arthedain onyx, and a broken Cardolan dagger placed on an altar with a sinister flame.
      • A shadowy figure raising a black fortress in the icy wastes.
    • They arrived at the Ranger outpost near Annuminas, where Rudan greeted them. With Halbarad away on other duties, they resolved to rest and recover before deciding their next course of action.

Achievements and Progress

  • Defeated Gorgon: A major victory against the forces of Angmar, though Ethelgar remains a looming threat.
  • Uncovered New Clues:
    • Vurik, Dorthul, and Ethelgar are working toward a shared but tenuous goal.
    • The relics of Angmar and its enemies—particularly the Cardolan dagger—appear central to their plans.
  • Strengthened Bonds:
    • Narlos and Ovi’s partnership deepened through shared hardship, as both wrestled with the shadow’s influence but remained resolute.
  • Gained a New Artifact: Ovi’s Arthedain shield, a symbol of hope and protection against the growing shadow.

Unresolved Questions

  • What is the purpose of the relics?
    The companions suspect they are key to a dark ritual, but the specifics remain unclear.
  • What are Vurik’s true intentions?
    While allied with Dorthul and Ethelgar, the Orc Chieftain’s ambition and cunning suggest he has his own plans.
  • How will the Rangers respond?
    Narlos’s kin may provide guidance and reinforcements, but the growing shadow may test even their resolve.

Character Development

  • Narlos: Haunted by visions of Angmar’s resurgence, Narlos feels the weight of his responsibility as a Ranger. Despite his doubts and weariness, his resolve to protect Eriador remains unshaken.
  • Ovi: Driven by vengeance against Vurik, Ovi wrestles with his fury and the toll it takes on his body and spirit. The shield gifted by Bombadil serves as a reminder of his noble heritage and the hope that sustains him.

Closing Note

The chapter ends with the companions recovering at the Ranger outpost. Their next steps will depend on how they interpret the fragmented clues they’ve uncovered and whether they can rally others to stand against the rising shadow.

Sunday, January 19, 2025

[The Ember of Angmar: Chapter 2] The Song of Shadow and Ambition

 

Player Notes

I had to get my characters on an initial journey together and spur them to some answers that even I had. I had a threat introduced by a forester from Archet generated from the tables in the Core Rules. That was intriguing and allowed me to play with balance a bit. I wanted to see how they would fare with one great enemy so I introduced a Cave-Troll. This was certainly a test, and it landed some pretty critical injuries to Ovi most of all. It was fun though, and it taught me plenty about the balance I could manage with 2 player characters.

I wanted something to move the story forward with all of these antagonists and didn't know how to add lore without it being manufactured. I figured that was an opportunity to introduce Tom Bombadil through the forester. He's old and should be able to provide some context: riddled as that may be. To get there they had to go through the Barrow Downs. A good roll gave me the opportunity to introduce a narratively convenient ring that would protect them both from thralldom. I want that to remain a threat from Dorthul but I don't want them to be constantly dealing with possessive sorcery. That involved a small fight with the undead (y'know, when in Rome...er, the Barrow Downs). This ended my next campaign resting with Bombadil and Goldberry. I was able to do my second round of upgrades here (granting Narlos wisdom and the virtue of not having fatigue while traveling). Ovi had lost his shield in the battle with the troll so I upgraded his valour and had Tom grant him a new reinforced shield.

End of Chapter 2: GPT Summary of Gameplay


Setting Out Together

  • Narlos, haunted by his recent failings against Dorthul, and Ovi, driven by vengeance against the Orc chieftain Vurik, converge in Bree. Though they come from different paths, both realize their fates are tied to the growing shadow of Angmar.
  • They form a tentative alliance and journey together to Archet after hearing reports of a Cave Troll terrorizing the village.

The Troll Attack in Archet

  • The troll is revealed to be under the influence of Dorthul’s sorcery, bound by a talisman to spread chaos.
  • In a fierce battle, Ovi and Narlos face the troll, enduring grievous injuries but ultimately slaying the beast.
  • The shattered talisman confirms the connection to Dorthul, leaving the heroes deeply troubled about the scope of his influence.

Into the Barrow-downs

  • Following the forester’s suggestion to seek wisdom from Tom Bombadil, they travel westward, crossing the eerie Barrow-downs.
  • Their journey takes them to a crypt revealed in a shared dream, where they confront Marsh Dwellers and a tormented Barrow Wight, the remnants of a fallen Arthedain lord.
  • The Wight, calling out for release, is defeated, and they recover two rings of warding and a book of Arthedain’s history, shedding light on Angmar’s sorceries and its ability to twist the hearts of its servants.

Meeting Tom Bombadil

  • Lost and weary in the Old Forest, they stumble upon Bombadil’s home, where they are welcomed with warmth and song.
  • Bombadil explains how Angmar’s sorcery feeds on ambition and despair, ensnaring the weak-willed and corrupting even those who seek power for noble reasons.
  • Though Bombadil offers little direct aid, his wisdom strengthens their resolve and clarifies the stakes of their journey.

The Path Forward

  • With a greater understanding of Angmar’s lingering malice and the dangerous ambitions of Dorthul and Vurik, Narlos and Ovi prepare to face the growing threat.
  • They leave Bombadil’s house rested but determined, knowing their next steps will shape the fate of Eriador.

Key Discoveries

  1. Dorthul’s Talismans: These tools of sorcery enslave the minds of others, revealing his growing power.
  2. Rings of Warding: Found in the Barrow, these relics of Arthedain protect against minor sorceries and provide resistance to shadowy influences.
  3. Angmar’s Corruption: Bombadil’s wisdom confirms that Angmar’s power twists its servants by preying on ambition, setting the stage for the rise of antagonists like Dorthul and Vurik.

Saturday, January 18, 2025

[The Ember of Angmar: Chapter 1B] The Path of Vengaence

 Introducing Ovi (Champion)

Player Notes

I asked the GPT to pause Narlos' story and in a [Meta] command I instructed it that we would be doing the first chapter of Ovi's story. Ovi, son of Orvil, was given an initial backdrop. In TA 2947, his family (including his father, his two elder brothers, and his wife - Nina - were leaving the Blue Mountains to make for the reclaimed Mountain Home of Erabor when they were ambushed by Orcs. In his backdrop, his family was murdered, and he was left with a brand from the Orc leader - named Vurik.

I had given him an initially sympathetic background, a bit of a lover and an artist among dwarves, Ovi was young when his family was slain. He was brought to Torgar's Hollow (an AI generated small trading settlement in the Blue Mountains but south of the Dwarven Halls). I had his heart harden there, and then picked up the story in TA 2965 (same as Narlos). Given his is a Dwarf (and I made him a champion), I thought he would need to have some antagonism with Orcs. Even more so because I want some fun Orc antagonists in my broader campaign.

The introduction of Korin and the connection to Angmar was a prompt I gave to the AI. Basically, "Hey, we need to find a way to make these stories intersect." As it stands, I'm a bit fuzzy on the details, but my early head cannon is that Korin was a lackey or associate of Dorthul. Dorthul is an ambitious and aspiring sorcerer, craving to entreat with Angmar and become something. To that end, he has tried to make alliances with other enemies of Men and the Free Peoples. Presumably he entrusted Korin with taking a dagger to the Chieftan of the Moors - a relic of Angmar that he enchanted to give the Orc great strength and willpower. The Orc declined to meet with Korin and threatened him unless he helped them raid a nearby Orc settlement. They killed Korin, took the relic, got what they want, and now we'll have to see what's next. I have questions about Vurik, like why he is nomadic with his tribe of Orcs -- no room in Moria or Gundabad? Is he disliked? To what end was the blade taken after the Raid and not before?

That said, Ovi is not a loremaster so he can have historic familiarity with Rhudaur or Angmar but still need an ally. I locked into his vengeance at the end, and took him out to find a Ranger that can help him kill his longstanding foe. The remaining events - finding a brooch, having a vision - were all prompts from the Core Rules that AI helped connect to the broader story. More to come with Ovi but now they both have +3 Skill and +3 Adventure Points and they are together awaiting the next direction in Bree.

End of Chapter 1B: GPT Summary of Gameplay

Set in the rugged foothills of the Blue Mountains and the desolate roads of Eriador, Ovi’s journey is one of grief, determination, and the gradual rekindling of purpose. A Dwarf hardened by loss and fueled by anger, Ovi is drawn into a shadowy conspiracy that tests his mettle and sets him on a path to confront the specter of his past.


1. The Tranquility of Torgar’s Hollow

Ovi begins his story in Torgar’s Hollow, a small Dwarven settlement nestled south of the Blue Mountains. For years, Ovi has lived a quiet, sorrowful life among the villagers, throwing himself into mining and occasional skirmishes with nearby Orcs. The weight of his family’s slaughter by the Chieftain of the Moors, an Orc named Vurik, still haunts him.

One night, the arrival of a merchant named Korin disrupts the village’s peace. Though Korin claims to be a wandering trader, his possession of a Rhudaurian dagger—a relic tied to Angmar—sets Ovi’s instincts on edge. Despite his misgivings, Ovi allows Korin to stay, trading for the dagger and securing it in the village armory.


2. The Raid on Torgar’s Hollow

That same night, Vurik’s band of Orcs attacks the village, exploiting a breach created by Korin under duress. The Orcs ransack the armory and storehouse, stealing precious supplies and the Rhudaurian dagger. Ovi and the villagers fight valiantly, slaying several Orcs, but the cost is high: three villagers die, and much of their winter stores are lost.

In the aftermath, Ovi interrogates a captured Orc, learning that the raid was part of a larger scheme tied to Angmar’s lingering shadow. Worse, he learns that the Chieftain of the Moors is none other than Vurik—the very Orc who branded him and slaughtered his family years ago.


3. The Call to Action

Fueled by rage and a thirst for justice, Ovi declares his intent to hunt down Vurik and end his terror once and for all. Despite warnings from his kinsmen about the dangers of acting alone, Ovi resolves to seek out the Rangers of the North, believing their knowledge of Angmar and its relics will aid him.

Before departing, Ovi discovers a Dwarven cache in the North Moors, marked with runes that reassure him of his kin’s enduring strength. Inside, he finds a fine green brooch with runes of Belegost, which he proudly affixes to his blue cloak. The artifact fills him with renewed hope and a sense of destiny.


4. The Dream at the Keep

As Ovi journeys south along the Greenway, he encounters a mysterious lordly man at a keep near the Bree-lands. The man’s warm hospitality and stories of Arthedain’s heroic stand against Angmar soothe Ovi’s weary spirit. That night, Ovi dreams of a Ranger locked in battle with Vurik and shadowy wraiths. The dream ends with the Ranger kneeling outside the Prancing Pony, a sign hanging above him.

Ovi awakens on the open road, the keep and its host vanished. Though unsettled, he feels rested and emboldened, believing his dream to be a sign from Aulë or some higher power.


5. The Meeting with Narlos

As Ovi nears the Bree-lands, he encounters Narlos, a weathered Ranger bearing fresh wounds and fatigue from his own harrowing journey. Recognizing the man from his dream, Ovi approaches cautiously but with purpose. The two exchange few words, both burdened by their respective trials. Ovi mentions the Prancing Pony, and they agree to rest and speak later.

Together, they enter the town of Bree, their paths now entwined as they prepare to confront the growing shadow of Angmar and the Orc threat tied to Vurik.


Key Themes and Developments:

  • Vurik as the Central Antagonist: Ovi’s journey is deeply personal, centered on his vengeance against the Chieftain of the Moors.
  • Angmar’s Lingering Shadow: The Rhudaurian dagger and the references to Angmar’s sorcery hint at a broader, more sinister plot.
  • Ovi’s Growth: From sorrowful isolation to determined resolve, Ovi’s path is one of rediscovering purpose and forging alliances.
  • Connection to Narlos: The mysterious dream and their shared experience with Angmar’s relics create an organic link between the two characters.

Wednesday, January 15, 2025

[The Ember of Angmar: Chapter 1A] The Shadow's Whisper

Introducing: Narlos (Messenger)

Player Notes

This was fun! A combination of GPT lore & prompts, dice rolls, and some of my own direction. I knew I wanted to play as a Ranger of the North, but did not know I was going to start an Angmar-centric campaign.

I started by guiding the GPT to send Narlos south at Halbarad's calling, but I did not know to what ends. I did some rolls from the Core Book as I traveled through Chetwood and that began as simply encountering goblins. The talisman came unprompted from the GPT (though I did use lore tables to encourage something about the goblins to be sinister). I didn't know what impact I wanted it to have in Narlos picking it up. It was a few random rolls later with the encounter with the man under influence that I decided to introduce the first antagonist.

I don't necessarily want this story becoming too big or great that it would have been mentioned by Tolkien himself so I'm trying to keep it a bit narrow. An exiled man that reads all about Angmar and uses that to engage in lowbrow sorcery? That sorcery intersecting with nearby Rhudaur? That waking a wight / wraith with connections to Angmar? Those points seemed to fall into place as a fun backdrop. I had to [Meta] correct the GPT Loremaster a few times but it was seamless.

The combat with the wraiths was done nearly entirely by spreadsheet and dice rolls in front of me - just recalling the results to the GPT after and asking it to turn those rolls into a compelling narrative playback that I could read. I do want to keep this realistic, but I'm pretty happy with the outcomes so far and I like Ethelgar and Dorthul as antagonists.

The last part was my attempt to just get him somewhere to "close" the first chapter. Bree seemed cliche but also the most realistic given Narlos' position on the map. As I completed one final journey roll on my way to Bree, I rolled a Gandalf rune which prompted me to encounter an "unexpected ally." This sparked a new idea for me: introduce a new player character that can begin to travel in and out of Narlos' story based on their own arc. I introduced Ovi, son of Orvil, and then paused Narlos' campaign to take up the first part of Ovi's (or a session where I could get Ovi to that same space and time). That's for the next chapter.

End of Chapter 1A: GPT Summary of Gameplay

The story begins in the wilds of Eriador, as Narlos, a young and thoughtful Ranger of the North, is called southward by Halbarad to investigate strange disturbances in the Weather Hills. What starts as a routine investigation soon becomes a journey marked by dark discoveries, moral struggles, and a brush with Angmar’s lingering malice.


1. The Goblins in the Chetwood

Narlos’s path to the Weather Hills first takes him near the Bree-lands, where whispers of Goblins in the Chetwood reach his ears. The sightings are strange, as Goblins rarely venture so close to civilized lands. Investigating further, Narlos sets an ambush and dispatches several Goblins.

Among the scattered loot of the Goblins, Narlos finds a bone talisman, crudely carved with runes of domination. Against his better judgment, he takes it, unaware of the malevolent spellcraft woven into it. The talisman begins to exert its influence, subtly pulling him toward a greater shadow.


2. The Pale Hand

As Narlos ventures deeper into the Weather Hills, his steps are guided by disturbing visions emanating from the talisman. It leads him westward, where he encounters Dorthul, a self-styled sorcerer and exile from Bree, who now calls himself the Pale Hand.

Dorthul reveals that the talisman is one of several creations based on the sorcery of Angmar, and that by claiming it, Narlos has bound himself to its power. Manipulative and ambitious, Dorthul admits to experimenting with Angmar’s spellcraft in an attempt to gain the favor of the remnants of Angmar. He commands Narlos to find an artifact of power hidden in the ruins of Rhudaur: a sword once forged for the Morgul Lord himself.

Though Narlos despises Dorthul, the talisman’s pull is too strong, and he reluctantly agrees to follow the visions it sends him.


3. The Crypt of Ethelgar

The talisman leads Narlos to an ancient Rhudaurian crypt hidden in the Weather Hills. There, he finds the resting place of Lord Ethelgar, a former steward of Angmar who pledged his house to the Witch-king’s service.

As Narlos descends into the crypt, he battles wraith-like guardians that rise to protect the lord’s tomb. Though victorious, the fight drains him both physically and mentally. At the heart of the crypt, Narlos discovers a sarcophagus sealed with Angmarian runes. Inside lies the remains of Ethelgar, clutching a blackened Morgul blade—a secondary weapon forged in the forges of Angmar.

Overwhelmed by the talisman’s whispers, Narlos takes the blade. In doing so, he inadvertently breaks the seal on Ethelgar’s crypt, releasing the wight-lord and his war chief, Gorgon, as wraith-like entities bound to Angmar’s will.


4. The Talisman’s Grip

The talisman’s influence grows, urging Narlos to deliver the blade to Dorthul. Though he tries to resist, his mind falters under the spellcraft’s weight. He staggers to Dorthul’s encampment, where the sorcerer gloats at his success.

Dorthul seizes the Morgul blade and destroys the talisman, releasing Narlos from its immediate control. However, his parting words are a cruel reminder of Narlos’s unwitting role in unleashing these evils:

“You have done your part, Ranger. I shall finish mine. Angmar will rise, and you shall witness it in your clear mind, powerless to stop it.”


5. The Wraiths Pursue

As Dorthul departs into the northern mists, Narlos collapses, weak and burdened with shame. Before he loses consciousness, he sees Ethelgar and Gorgon emerge from the crypt’s shadows. Their spectral forms glide after Dorthul, drawn to the blade or perhaps to exploit the sorcerer’s ambition for their own purposes.

A sinister laughter echoes on the wind as the wraiths vanish into the hills, leaving Narlos with the bitter knowledge that he has become a pawn in the resurgence of Angmar’s influence.


6. Return to Bree and Ovi

Weary and shaken, Narlos makes his way to Bree, seeking solace and clarity. Along the way, he encounters Ovi, son of Orvil, a young Dwarf with a fierce but true-hearted demeanor. Ovi, also bound for Bree, recognizes Narlos as a Ranger and asks to accompany him.

Though Narlos speaks little of his trials, the two travel together and arrive at the Prancing Pony, where they find rest and respite. Ovi’s calm presence provides Narlos with a glimmer of hope as he contemplates his next move, knowing that the shadow in Rhudaur will not be stopped without aid.


Key Themes and Developments:

  • Ethelgar and Gorgon Unbound: The crypt’s unsealing unleashes two spectral threats who will now pursue their own plans.
  • Dorthul’s Rising Ambition: Though still a fledgling sorcerer, Dorthul’s mastery of Angmarian relics and his possession of the Morgul blade make him a dangerous player.
  • Narlos’s Struggle: Burdened by shadow and shame, Narlos must rally his kin to confront the dangers he inadvertently unleashed.
  • Ovi’s Introduction: The steadfast Dwarf provides a potential ally for future trials, marking the start of a partnership that will shape the unfolding story.

Solo Play in the One Ring Tapletop RPG


I've changed a lot since I was a kid. I'm certainly more outspoken and more confident, my entire moral & ethical code seems to have changed, what I value has certainly changed. Yet, somehow, through all of that, I've been anchored to The Lord of the Rings. I cannot get enough of the world, and it seems to have grown with me (more likely, I, through it).


Getting older, I find myself increasingly wanting to escape. Not forever, of course, but for fleeting moments: work is too stressful, the outlook on the world too dim, or sometimes I just need an opportunity to flex some creativity. I've always escaped: I've loved video games since I was very young. Mostly I love them for the story, the world, a sandbox to play in like I did when I was two. Recently, though, I've been frustrated by how limited they seem to be - constantly wanting to inject my own ideas into their plots and conflicts (again, more outspoken, and clearly - maybe even annoyingly so - more confident).


Tolkien's world continues to capture me, and The One Ring solo RPG (an offshoot of Dungeons & Dragons that I feel more 'at home' in) was the resource that allowed me to craft those narratives.
But how do you play a tabletop RPG solo? The publishers have developed a set of rules (beyond the Core set) that allows for solo play through random event tables, etc. that is cleverly named 'Strider Mode.' This was a great start, of course, but I wouldn't say I'm the most descriptive writer and I'm certainly not going to narrate myself on camera!


Instead, I configured a private GPT that uses the full texts of Lord of the Rings, the Silmarillion, the Hobbit, as well as the core rulebook of The One Ring, the Moria expansion and many of the Landmarks, a few useful how-to guides that I found online, and - admittedly - many of the locations from the Lord of the Rings Online. I then built out a chat where I asked it to play the Lore Master. It should help guide the narrative, create arcs, engage with me and however many 'player characters' I roll. It's certainly cheating and it's not writing I can claim as my own, but it has made "playing" the game solo quite fun.


I figure that I will use this to document those sprawling adventures and characters, all beginning in TA 2965, and a few notes from me on how (or why) I made some the decisions, how I guided the AI assistant when necessary, and notes on my characters (how I build them, upgrade them, scar them, and build them into proper heroes).


It mostly serves as a place for me. To come back and see how my storytelling has changed, where and when I'm getting less cliched, all while being the victim to a bit of the random chance that comes with AI and dice rolls.


The road goes ever on.
-Nick

[The Ember of Angmar: Chapter 5] The Road to Carn Dum and the Gathering Storm

Player Notes I wanted to bring my campaign into the fall and set up the next arc so this was a short chapter but with a huge battle with sno...