MERP – Session Six “Goblin Hunting”

We had four players again on the weekend. It was a little exploration, gathering info from Bree-landers, and a lot of small combats. I found it amusing that the least of all the opponents met (needing 1 damage to kill, that only inflicted 3 damage on a PC) was almost the longest combat and used more of the groups resources than any other. Overall the PC’s had the advantage (and better Crits) over me in the fights. The worst blow against a PC (an E Crit) only resulted in +6 hits, cracked ribs, and a -10 penalty, which was healed a few minutes later by the Animist.

They met their third Ranger (Culture as opposed to Profession), and one of the players recognised the name. I confirmed that yes, this one is based on a Ranger from Lotro (Lord of the Rings online), and so was one of the previous ones. I don’t mind mixing in some of the stuff from the online game to simplify some world-building.

The group also got into an place they had to skip two sessions ago, and got the prompt for a major story arc that ties a lot of the past into the present (and vice versa). I’ve spent a lot of time collating details of the past two thousand years in Eriador/Arnor to use in every session that we’ve played so far (be it gravestones or Angmarim ghosts), not all of it obvious. I’m always happy when the players remember past decisions, and/or return somewhere. I also like them having a few options for what they do next…

May 19th: The group meets with the guard captain to discuss the behaviour of the goblins around the Midgewater. He is concerned both by the numbers that appear to be active and how close they are approaching Combe. He suggests that they make another trip east, this time focussing on the section of forest between the river and the road. It might be worthwhile to stop at the Last Inn and asking those there – often hunters and trappers – of goblin sightings. Then he wants them to skirt the south of the marsh. If they find any sign of goblins, he’d like them to track and kill all they can find. If larger groups or camps are found, details on numbers, defences and so on would be valuable to plan a future raid. He warns them of the size of the marsh and how easy it is to get lost in. They decide to ride for this trip and ask Tolman if he wishes to join them. The curious and fearless hobbit is very happy to come along. They stock up on provisions (it could be a week before they return) and decide to head out on the next morning.

20th: Filencë’s Owl becomes his familiar! Filencë can now control its actions and share its senses. The Little Owl is mainly nocturnal, but does hunt during the day. They ride for Combe, with Tom on their pack pony. The main discussion is howling wolves at night to the north reported by local trappers and hunters. They sound disturbed or agitated. The group asks about Hobbits attacked by wolves and show some of the items they picked up from the forest road last week. They are directed to the smial of Rolf Grassfoot. He explains that three of them were returning to Combe when attacked by wolves that seem most interested in the ham they were carrying. His friend was bitten but not badly. Rolf is very pleased to have his Aunt’s pie recipe and his hat feather returned. Heading back to the East Road, they follow the edge of the Chetwood off-shoot, watching for tracks or disturbance. They are followed for a short time by a large black fox. The reach the ‘Forsaken’ Inn, and leave their horses in the stable. They find the interior much more presentable that the exterior. The half dozen people inside go quiet, but three Elves and a Dwarf is a novelty that soon has them welcomed and the focus of many questions. They learn that sighting the Gaich (black fox) is considered lucky, and two hunters tell them about increased goblin sightings over the last month. They stay in the Inn for the night.

21st: They head north into the end of the Chetwood where it’s starting to thin out and soon hear some odd noises. They choose to hide rather than follow the sound, and soon sight five goblins spread out and looking around. They are quickly defeated. Closer to the edge of the marsh they hear grunts from the long grass around them. A bunch of small fen boars rush through the grass deeper into the marsh while two larger males stand guard. The group retreat slowly, and the males follow the other boars. Moving along the edge of the Midgewater now, they try to keep to dry and solid ground. There are birds, flies, and midges, both seen and heard. There are also wisps of smoke far into the marsh, tracks of beasts and three encounters with small groups of goblins. In each case the foe is heard or sighted in advance, and ambush (and a magical sleep on the largest group), brings them out of each fight unharmed. Tom proves as effective with his sling as Aglann is with her bow.  They locate a ruined tower just off the road that gives shelter for the night.

22nd: The return to the marsh edge brings a cloud of carnivorous neeker-breekers. The noisy insects resemble large crickets, flying and jumping. Their bite is minor, though they prove very hard to hit. Filencë ends up using Sleep three times to drop them after only a single one of the dozen is squashed in melee. Continuing on, there are a few more humanoid tracks noted.

Around midday the Midgewater edge shifts northwards, and they find tracks coming out of the marsh. Celeblason suggests perhaps eight goblins emerged in the last hour and they track them towards a wooded hill. After a while, they locate the prints of someone else following their prey. Moving through the mostly dead trees on the edge of the marsh, and into a rocky area, they sight a man. The crouched figure has noted their approach and waves to them. He introduces himself as Candaith, the star brooch on his cloak marking him a Ranger to the Elves. He has been trailing a large group of goblins out of the Midgewater that are heading towards a camp in the hills ahead. He was planning to pick off some off them. If they work together, they should be able to defeat the whole force.

They briefly discuss tactics, and then lead the horse quickly ahead to a rocky rise in the wood. Candaith, Broheim and Filencë position themselves behind rocks or trees to one side, while the rest ready missile weapons from a ridge. Eleven goblins approach without awareness of the ambush, and a volley of missiles rains down on them. Candaith and Broheim charge out, while Filencë casts Sleep, dropping roughly half the foes. The remaining ones seem stronger than most of those faced over the past few days, but within a minute or two, they are stunned or struck down without anyone taking a major wound. They drag the bodies down to the marsh to hide them, and then Candaith leads them back up the hill. Using his owl, Filencë spies on the camp. At least two dozen goblins are visible behind a palisade in a wide gully.

23rd: Goblin movements are the first point of the day. Candaith gives his observations about the goblins in the Midgewater and across the Weather Hills. He believes there are small groups coming down from the north in larger numbers than are usual for the Spring. They decide to ambush some of the scouts outside the camp, and successfully defeat three patrols of two to three foes each. These are also dragged back to the marsh. Candaith is grateful for their help. Being sworn to aid those who live in the Bree-lands, he is planning on gathering those he can call on to attack the camp just observed and two of the larger camps in the marsh. This won’t happen for a couple of weeks, but he can send a message to Meneldir in Bree if they wish to be a part of the assault. They agree to join in.

They decide to ride back towards the East Road, stopping occasionally to check paths on the marsh edge, and reach the tower they camped in previously in the afternoon. On the next day, they ride around the marsh edge again and then follow the Rushlight river back through the Chetwood until they can turn off to the trail with the old wall and barrier of trees discovered a week ago. This time they can get a bird eye view of what is behind the barrier – a large open space of grass and flowers, with three very old trees and a short tower on a huge boulder. They alternate sawing and chopping at what appears to be a narrower spot on the east side, until they achieve a hole all can fit through. They make their way across the boulder, noting ruined walls in the corners of the space. While they discuss sending someone up with a rope, Aglann is struck by a heavy blow. One of the trees has shifted in place and prepares to hit her again with its branches. The other two trees are also moving, though slowly. She runs towards one of the fallen walls for cover, while Celeblason begins to climb up the boulder. Filencë tries a sleep spell on a tree in vain, while the others attack with hammer and sword. The first tree takes five blows to stop it, but the second is shattered by a remarkable arrow shot from Aglann right through its core. The third tree also takes a considerable number of attacks before it stops moving.

Celeblason drops a rope to aid all in getting up the rock. The 10′ wide two-storey tower is a basic stone construction with slits in the upper structure. Carved over the small doorway is a Cirth rune “th“. Within Celeblason can see stone steps carved out of the rock, and debris across the wooden floor. The upper level and the tower roof have collapsed, though the interior timbers that remain have an elven look to their carving. He moves aside to let others in and the rotten floor collapses, dropping him into the basement. He manages to roll down the stairs and ends up with a stubbed toe. Filencë reads a carving in Sindarin over the inside of the door: “Aranarth of Arnor and Thilmîr of Lindon pledge their trust to watch over the North. The Angmarim will not return unseen. 17 Gwirith T.A. 1975

There is a rusted iron door set into the wall of the basement. It takes three attempts before someone unlocks it, and then Broheim uses a pry bar to force it open. A narrow tunnel extends down into the rock, opening into a large cave with a mostly smooth floor. Cold water trickles in from one side and flows out through holes in the floor. The stone has been carved to make benches and shelves. There is some very old timber that crumbles when held, signs of old fires in one place, and pottery shards. On a high shelf they find a small metal box, and a bone case on another. The box holds four sealed vials. They determine the nature of the spells held in three of the potions. The case holds a letter in Sindarin, written just over a thousand years past by one of the Noldo to Prince Aranarth. Celeblason reads it out.  “A quest!” exclaims Filencë.

A pdf copy of the letter.

Painting Nemesis #3 – Breeders & Queen

We played a co-op game on Saturday with painted intruders… and actually won! Our goals were “explore the entire ship, send a signal, get the crew corpse to Surgery, & get the ship to Earth.” We started very slow, exploring and collecting gear, and avoiding noise. This meant we didn’t encounter any intruders for about 2/3rds of the game. We had to split up at the end, in three directions, to make sure we explored the last part of the ship in time, and this is where things almost fell apart. Noise, events, a Breeder and two Adults conspired against us on the way back and while two of us got to the Hibernatorium in time, we attracted the Queen. We died fighting as the ship jumped… thankfully the third player had got there two turns before and was already asleep. We’d fulfilled all the objectives, and one living player meant a co-operative win!

These are the last of the Intruders for Nemesis…

The two Breeders are more a standard humanoid shape than the Adults; no tails, slightly larger and more bulky. Both started with a metallic purple and one got fluoro pink highlights, while the other a bright blue. The bases were large empty spaces, which I felt needed more than just rust and slime… I cut some silicon and inserted plastic coated paper clips. Glued to the base and painted black and silver/copper they make things a little more interesting. Looking back now, I should have done a little more highlighting on these two, but I’m pretty happy with the end result. They should up in games much less than any of the other figures.

The Queen is the largest of all the figures. I started with a burnt sienna base coat, and then a few coats of my metallic gold chameleon paint. There was a bit of red dry-brushing in between and red highlighting at the end. The gold paint has a red tinge in the right light. Depending on the light and the angle held/viewed, the Queen looks orange-brown or red-brown, but the reflections are very gold. I was worried this wouldn’t show in photographs – it does show thankfully.

The base was painted black and gun-metal and silver dry-brushing. (This looks darker than it is in the images.) The larvae are in the same gold and metallic green I painted the smaller larvae figures in, with lots of fluoro green slime. This figure came out really well.

Now its onto the six player miniatures!

 

 

Painting Nemesis #2 – Larvae & Creepers

In Nemesis, the Larvae are probably to first intruders encountered, and the easiest to kill. (5 out of 6 chance that an attack hits and kills them.) The nasty side is that if they attack you, the miniature gets placed on your player board and you get a contamination card. (You’re infested. You can remove the larvae if you find the Surgery room.) There is an Event card in the deck where anyone with a Larvae mini is killed as it emerges from their body as a Creeper.

One of the larvae bases was missing the bodies of the 3 larvae that should have been attached. The base itself has a set of claws and a tail… so I dug through my bits and pieces and found some silicon (which I cut to a roughly larvae shape), an arm, and cut a large skull to get a hemisphere about the size of the other larvae heads. Stuck together I have something that looks like a squashed larvae and a bloody arm. Much more interesting than a unfinished base/mini.

Creepers are the next “stage” of Intruder before Adult. Slightly harder to kill, and the first type of intruder that can actually damage a player.

Each of these had a different base colour – blue, green, yellow. The main metallic over the top was the same, but that base colour changes the final look. A bit of highlighting on the back ridges and claws was easy, and some olive / fluoro green for slime.

These were all a simpler paint run than the adults. Less detail, and less fuss. I’m quite happy with how they look. Next – some of the larger figures in the game.