Agents of the King

A Game Journal for the players of a Middle Earth Campaign.

Monday, February 19, 2007

The Elves regroup

Taliesin listened intently to the wind in the trees and concentrated on breathing quietly. He waited. It wasn’t a long before he heard the sound he was seeking. His ears picked up the almost imperceptible footfall, and he slowly rose from his hiding spot and whispered to the Elf creeping by.

“Psst! Finrod!”
Finrod stopped, then calmly turned to face his compatriot. His face was dark with worry and concern.
“Taliesin, so you survived as well? What a disaster! We have failed!”
Taliesin nodded his head grimly and replied:
“It is true, we were tasked with capturing that shipment and it is not done. And to lose Thallin as well, it is a heavy cost. He led us well until today.”

Finrod nodded his head sadly: "Thallin thought we had enough to complete the task, but we were too few…to think the Dwarves would use bolts with poison! They are evil beyond reckoning!”

The eyes of both elves glinted dangerously. Then Taliesin continued: “But perhaps something can be salvaged from this debacle. Their horses are dead, they will be delayed by several days now until they can find new mounts to pull those wagons. I’ve sent Firnhir ahead with news of what has happened. We will regroup at the city. Perhaps there will be opportunities there?"

Finrod looked worried.

"Remember Taliesin, after the last battle in that alley, the Council of Guilds said any futher fighting between Elf and Dwarf would see us all barred from the City! We must be careful."

Taliesin nodded his head. "We will be....but that wagon cannot reach the mountains! Once it enters the City, we must ensure it's cargo never leaves..."

Monday, January 01, 2007

Our Heroes set themselves up in Umbar

(a brief overview of the next 6 month period - please feel free to Blog within this time period as you like)

Following the successful (and profitable - wow! look at all those copper pieces!) vanquishing of the un-earthed demon pit below Umbar our heroes find themselves in positions of unexpected (and not necessarily wanted) positions of Authority.

Elenbrand finds his military past coming back to haunt him, as he takes control of the military garrison of the city and sends notice to Minister Falastur of the current status of the city.
In reply, Minister Falastur sends bureaucrats and clerks to aid Elenbrand in the restoration of the City's services. First item on the list is re-filling the enormous ravine that appeared in the middle of the city.

Arkhad's father is pressed into service as the new Mayor of Umbar. As his father now has his time taken up in civic duties, it falls to Arkhad to begin the rebuilding of the House of Orath (his brother proved unable to rise to the challenge).

As word of the success from our Heroes resonates throughout the region, people begin to come back to Umbar. Within 6 weeks the majority of the populace returns.

6 months later the city is abuzz with the arrival of a new caravan from the South. What makes this one most interesting is that it is made up almost entirely of Dwarves. Darker skinned and with black beards, they come from the Far South. Elenbrand sees an opportunity with his contacts from the Lonely Mountain in the North to garner some interesting information and perhaps some profitable trading.

Wednesday, December 06, 2006

A storyline sum-up...

Here is a quick storyline synopsis to catch us up to next game.

Our intrepid heroes set off across the baking heat of the "Anvil of Harad" in search of the massive Crystal taken from the City of Umbar when it was sacked by the forces of Evil long ago.
They survive an encounter with a massive monitor lizard and eventually make it to the far eastern edge of the ancient lakebed...where they are met by a wizened old man.
Their arrival was expected and they sit down for some desert hospitality.

It was written that they would come one day and enter the ancient temple of Celenestra where the Crystal has lain untouched for thousands of years. Directions and advice are given and our Heroes survive many ingenious traps and retrieve the massive gemstone.
Bringing it back to the camp, they are told of an ancient prophesy in which the Crystal would cause the land to change and water to come upwelling from springs again, as it had Centuries ago.
Despite some misgivings, the party agrees to let the Crystal be used in this ceremony.
The earth shakes violently, and the inner light of the Crystal departs.
The party grumbles, but doesnt react too harshly, hoping that whatever power is in the stone will come back shortly.
To assuage the anger and disappointment of the party, the leader of the tribe that guarded Celenestra regale the Heroes with a story of ancient shipwrecks lying on the lake bed several days away. Treasure could be found there and the party agrees to investigate.
The Heroes find the ships, but they also encounter a powerful spirit, who requires a "trade" in order to allow their passage.
Despite attempts to circumvent the deal, the party eventually agrees (due to some mind control resulting from failed rolls) to trade the defunct Crystal for the four artifacts that are locate within the wrecks.
The Party continues east across the lakebed and eventually arrives back at the 'water drop' where they are greeted by two servants of the house of Orath.
The party journeys onward to Umbar and are temporarily waylaid by Bandits. They dispatch the Bandits and utilize some of their new weaponry to ensure victory.

However, upon arrival at Umbar they are greeted with a terrible discovery. The City lies in ruin...a massive earthquake several weeks ago (now how did THAT happen?!?) has reduced many buildings to rubble, including the principle warehouses of the Orath Clan. This is a massive financial blow to the Orath Family, as looters quickly stole what could be found and the rest of the company property was ruined.

To make matters worst, the City is now in a state of Martial Law. At night there are tales of dark creatures creeping from the sewers to drag away people back down below the city...
Every able man has been conscripted to help secure the city until helps arrives from Minas Tirith, but it could take several weeks and until then....every sword is needed to survive each coming night. Most have fled the city and many are disappearing each night...

Thursday, November 02, 2006

A caravan returns from hauling water...

Mazur turned to Kihrain and chuckled. They had just received payment from the Caravan Master.

“It’s their money, but I think they are truly Mad.”

Kihrain nodded his head sagely in reply.

Mazur continued, “So much gold, so many camels...all to haul water across the desert…and then leave it there? They are truly mad….the Orath clan is assuredly on the decline.”

Kihrain shrugged his shoulders expressively. “I hear rumor they are after buried treasure…”

Mazur snorted…

Kihrain continued, “….a long journey across the Anvil of Harad….surely it is that act of mad, yet also brave men?”


Mazur looked at Kihrain…and then they both broke into laughter. A moment later, someone coughed quietly behind them. They turned and there stood a man weathered by sun and sand. He bowed respectfully.


“Peace be with you, I apologise for interrupting…I could not help but hear some of your comments. Would you mind if I asked you some questions? I would make it worth your while.” He held a purse that bulged invitingly.

Letter from Grendel

Dear Students,

I hope this letter reaches you before you set out for Celenestra.

In my research I have uncovered an interesting item that may perhaps become of use. One of the books you receovered speaks of the legendary battles that took place on the desert lake back in the 2nd age. The cities at the lakes edge were frequently at war with each other, and battles over the water were commonplace. One battle in particular piqued my interest. Apparently the chief mages of two cities fought each other and managed to sink each other’s ships. A third boat that watched the exchange made it back to port to relate the tale. Apparently one magician burned the other boat with bolts of fire, while the other vessel was swamped with spells that appeared to manipulate water. Despite my best efforts, I have been unable to decipher what specific spells may have been used in this exchange and based on the description of the mages that participated…it may be that they used items of magical power to cast these spells.

Now that all the water in the lake is gone, I wonder about the remains of those ships. What sank to the bottom would now be sitting on the lakebed would it not?

Regards,

Grendel

P.S. Methinks that your chief danger facing you on this trip is a calamity involving your water supply. Safeguard it at all costs. For without it, you will surely perish.

Thursday, October 19, 2006

Arkhad survives...just barely.

(posted on behalf of Elenbrand)

Working frantically to get the near lifeless body of his friend over his
shoulder Elenbrand briefly considered just leaving Arkhad
behind....No...he would continue to be useful...otherwise...who knows.
Getting out of the large Tavern the group looks about for some type of
help as Muriel looks over the body intently. Despite El's poor attempt
at convincing the crowd to point him to the nearest Suregeon.... Muriel
and Tyrion bail his lack of eloquism and find a healer in the crowd.

With the blood still dripping down his arms El takes a brief moment to
check and make sure the pouch containing the head Assasin's crystal is
safely on his person along with the few coins along the way. Hopefully
this break in the upper ranks of the Assasin's guild would have them
clambering to find a new leader rather than focussing their attention on
the "Agents of the King".

El uncerimoniously dumped the body of the limp brown skinned man onto
the feather bed his father had laid out for him. Again the wailing and
yelling in the Arkhad family home had El gritting his teeth....at least
until Arkhad's father started yelling at him. It was enough to ignite
the fire within El as blame was laid on Tyrion, Muriel and Elenbrand for
bringing this "tragedy" upon their family. It didn't help matters any
when El asked what tragedy. Fast talking saved his life and the
possibility of never seeing Arkhad again but the group knew that Arkhad
was now safe and the colour that had returned to his face after having
the crystal put on a chain around his neck assured the group that their
friend would be up and about again in a few months despite the healers
claim that he may be bed ridden for years.

Leaving a sealed note for Arkhad the balance of the group made their
plans. For Muriel there was no question that the crystal had given him
the power to do more things and his focus was now on researching
additional magics. For Tyrion the Assasins crystal, the third such
artifact the Agents had recovered, also provided some focus and despite
Muriel's sour looks decided to tag along with the dour wizard.

As for El...it was time to visit Grendel who now had somehow lost all
recollection (and the books he had brought with him) of his trip to
visit the group. Regardless there was a wealth of knowledge in the
ancient books that had been sent to Grendel and Minas Tirith was closer
to the King and the possibility that some form of direction or
communication might come back to them. Hopefully the scrolls El had
painstakingly sent had the desired effect....at least he knew they had
arrived for Grendel had been re-instated as an instructor although
seemed even more gregarious and absent minded than ever.

Breaking out one of the most expensive bottles of 2nd age Elven wines El
wondered how his Dwarven friends were doing.....oh well, time for a trip
later, back to trying to interpret this map of the Harad and the strange
language of the desert folk.

Tuesday, September 19, 2006

Would you take that axe out of his head already!

Elenbrand checked with one of the servants at Arkhad's family estate, "Any word for me or messages from Grendel or anything with the King's seal?" Stammering the servant stepped back, "No message...no message." El smirked in disdain at the servant bringing back feelings of contempt and racism he felt for Haradian's that couldn't speak the King's language properly. While he didn't trust the servant's answer there was nothing he could do. Waving off the servant in disgust El hoped that the letter he had written had indeed gotten through to the new King of Gondor, Aragorn.

Almost forgotten with the letter was the actual shipment of ancient texts that was shipped to Grendel along with the note Muriel had penned. There was a stark contrast between the beautifully flowing script and the sour Sorcerer at the end of the quill but the letter to Grendel was liable to get some reaction. He would now know of the recovered shards. Hopefully the arrangements that he and the rest of the "Agents of the King", as the rumor mill was now calling their group, would re-instate their former master and allow him to continue his teachings and research.

El set up the tin cans at the corner of his door after checking the window. Despite the stifling heat he knew better than to keep the window open especially after taking out a group of the thieves guild.

Throwing off the covers with a sigh El strapped on his sweet ax and breastplate in short order. The running and screaming of servants at this late hour was sure to mean there were some repercussions from their activities earlier in the day...El had thought of it the day before but nothing was going to stop him from moving forward on getting the magic back....nothing.

"Hmm, messy, obviously didn't use the right weapon for the job!" piped in Elenbrand coldly as he survey the massacred body of Arkhad's brother lying headless in his bed. "He must have had his window open...idiot." Returning to bed El finally fell asleep...."good, there shouldn't be anything else tonight",he thought.

The next day brought the flurry of activity typically found with being a family marked for death by the assasins guild.....well it played into where the next shard was to be found so things were falling into place as far as El was concerned albeit he could do without all the screaming and uproar.

The group was assembled as the second surprise in the last day arrived at the front door. The former Mentor and instructor Grendel swept aside the servants excitedly as he ran for the group.."You have one, you have one.....let me see...let me see it!!" Moving to the library Grendel reveled in the warmth of the two shards that the Agents of the King had recovered....yes...two shards. Pointing to sections in the books he had brought with him the old coger was barely intelligible as he ruminated about the discoveries and research that was now possible.

El brought the Wizard back to reality as he plucked the shards from his former master's hands and returned them to Arkhad and Muriel. El shrugged as Grendel looked at him with an accusing and hurt look. "You disgrace me, I have never....Uh...." In disgust the Wizard stormed out of the compound as the rest of the group looked at El with a mixture of relief and annoyance.

"Hey, don't look at me that way. Someone had to do it. How else we gonna get these Assasins?"

The best laid plan was put aside as later that evening a dagger pinned to the door of the Arkhad family estate 'invited' the group to a meeting of 'associates' where they would have an opportunity to give the shards to the Assasin't guild in return for their former master's safe return.....Grendel was their bait.

One of the largest inns proved to be the meeting place as Arkhad and Muriel cast their spells which would hopefully be the groups key advantage should any foul play be found.
Tyrion's efforts to go in and perform some advance reconiscance fail miserably as he invited over to the Assasins booth prematurely to the annoyance of Muriel who blending into the walls was effectively invisible.

As mead loosened Tyrion's tongue seated with the Assasins, with Grendel between them, Arkhad, Keliel, and Elenbrand enter and seat themselves across from the Assasins.

Surprised by El and Arkhad's brash opening remarks the lid is quickly removed from the can of surprises the assasins had in store as the visage of Grendel quickly fades to reveal another foe. Regardless, while the surprised look on El's face would have normally been enough for him to sit and drool for a few critical moments the spell which Muriel had given him quickly snapped him out of his surprise only to surprise the foes in turn by jumping on the table quickly with the large sweet axe already coming in for a great blow on the leader.

Chaos erupted in the tavern as the first crushing blow to the lead assasins head was delivered. Bloody but smiling El quickly shoved the recovered shard into his belt and assessed the past few heartbeats....3 quick kills....avoided 3 poisonous daggers....brown boy aka Arkhad nailed with a dagger because he was trying to be a hero instead of ducking behind cover.

El grabbed his brown skinned friend's unconscious body by the scruff of his tunic. Hmm...what now?

Sunday, August 06, 2006

A quick sum up from last game

  • Our intrepid adventurers return to the ship in Umbar and set sail for the inlets north of the city, in search of the secret hideout of the pirates.
  • After many days at sea (9 to be specific) they spot the stolen ship and give chase. The pirates boat sails into a narrow channel teaming with rocks and little islets...the captain is confident he can pursue in the this tight environment...all well and good, until a strange fog boils up from the sea with remarkable quickness...(that durn magic agin!) ...moments later the boat is seriously holed and goes down in less than a minute. The water is full of sailors attempting to swim, marines that can't swim (and fully weighted down in armour) and our heroes clinging to various bits of wood as best they can. The marines promptly drown, the sailors and heroes swish about in the currents. Initially separated, our heroes regroup as the current in their area eventually deposits them all on a small rock outcropping. After 18 grueling hours of clinging to the stone the party is exhausted and unable to put a fight when the fog clears and the pirate boat materializes. (Of course a contingent of arrows nocked and pointed down at our poor floundering heroes also helps persuade immediate surrender.)
  • Cut to scene - Life in chains! Or at least time for digging. After being captured, blindfolded and taken to an unknown destination, our heroes find themselves part of a work party digging a tunnel in stone. 5 more days pass. On the 6th day they break through to a passageway and all the diggers are taken back to the cels.
  • Elenbrand manages to pick the lock to the cel and frees his compatriots...and the other diggers, swarthy dark men of the desert. They make friends with the defacto leader of this group, a man named Khalid. Khalid has sworn vengeance on the person who has destroyed his tribe and put him in chains.
  • Scouting about the subterranean lair, they discover drunken pirates everywhere. Apparently the pirates were digging for something else, but found a secret wine cellar instead. Sailor's drunken trait kicks in and they all drink to excess. It also doesn't help that these wines have either become vinegar or overproof versions of their original vintage due to the thousands of years they sat on those racks. (Yeah I know, wine normally wouldn't last this long, but hey, maybe they were originally Elven vintages? Could happen!) Anyways, our heroes brutally dispatch the comatose pirates (nasty!) and make their way to the ship hidden in the cunning underwater cavern. They confront the Captain and his first mate, who initially frightens Elenbrand and Tyrion right off the ship! (Pansies!) In the end though, our heroes manage to vanquish the captain and take control of the pirate lair. Now let's get to the Loot.

  1. Captain's stuff - Crystal Shard, 10,000 gp worth of gems. Superior quality personal effects.
  2. First Mate/Bodyguard's stuff - Superior quality personal effects, purse worth 50 gp.
  3. Wine Cellar holding approximately 400 usable bottles of wine from the Second Age of Middle Earth. Depending on the trading skill and the person buying the wine, could be worth fair skookum bucks.
  4. Top rated ship of the line (will have to be returned of course)
  5. Assorted goods from the bodies of dead sailors, approximatley 20 gp in value.
  6. Contents of Secret Library of Vorondil, Master of the Eastern Fleet of Numenor. Variety of texts (Grendel will go ape$#@! when he sees these), and more importantly, a map of Harad back in the second age, when it was mostly grassland and contained a massive central freshwater sea, with 4 cities located there...including the much anticipated Celenestra.

So now here we are. Our heroes have captures the secret hideout, but can't sail the ship out, it needs a crew of at least 40. There are no other boats in the harbour, but the island still has yet to be explored.
Some interesting questions remain.
Why were the pirates here digging?
Why did Kaldumeir arrange for the theft of this ship in the first place?
Where is Kaldumeir anyways?
And who is going to be the one to tell Khalid that he stinks to high heaven and really needs a bath? Actually, after slaving away in the tunnels with pick axe and shovel, the same could be said for all our own pungent heroes.