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.

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