MERP: The Dark Dark Valley

The party faced two more challenges from the mad wizard, namely a room that threatened to electrocute them and then another that tried to freeze them. In both they solved the puzzles of the crooked way and so came to a dark wood in box canyon five miles long and three miles wide. The valley was perpetually in gloom due to a malevolent mist that hung over it at all times. A well-traveled footpath led from the Straight Path (at the cliff’s bottom) to a tall castle surrounded by a 100′ foot deep chasm and perched precariously on a single spire of rock. The party entered with much trepidation, walking straight through the front door for lack of a better idea. Avoiding wargs and orcs, they did not enter the keep itself, but circled it, coming at last to the back where they lifted the hobbit up to a ruined cathedral window. Inside, he saw a cave troll chase and devour a Northman while over 50 orcs applauded and cheered from the balcony. The party went to the rear terrace, and slipped over the side to avoid the wargs which had now spotted them and were barking away. They dropped 50′ into the winch room, and then made their way through the storerooms, killing 4 orcs. Then down a long winding stair to the dungeon, where they killed another 5 orcs. Hammrammr was killed by a large orc in chainmail, and so was forced to spend a fate point. And there ended the night.

darkdarkcastle

Next time, we hope to rescue the Thain and his daughter, return up the spiral stairs and use the barrels in the storerooms to make our escape from the winchroom into the river and away.

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About lostdelights

An old gamer flying his freak flag, I've been playing table-top role-playing games since 1978. I've been building my own system (Journeyman) since 1981.
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