Maznalalbam
Long ago in the first age, the great smiths forged many weapons of power to be used in defending the homes of the Seven Fathers. Many are the tales are the great deeds of the Khazad who wielded these weapons: mighty heroes of legend and myth. Few tales are now told of Maznalalbam -the White Fist - forged late in the first age as a foil to the threat of the great wyrms that Morgoth had unleashed on Berelaind. Whilst the hold defended by the mighty Hannar wearing the gauntlet along with the rest of his legendary armour, it fell into the depths and was lost when Berelaind was remade when Angband was thrown down.
Plot points/Scenes
Snow and subterfuge - a link to Hoegwar
The road less travelled - a link to the greater spy network and meet Dagaard Dragonhelm who is seeking revenge
Ambush in the wilderness - the PCs realise that there is a danger to the Arthedain Kingdom preventing a Lordlings assassination.
The warlord of the Manor - Recovery of a gem needed to locate lost dwarven hold. (1 of 7)
Beneath Caras Celairnen - Entrance to some of the Dwarven ruins under the city to recover gem (2 of 7)
Themes
Intrigue and mystery
deception
revenge
Structure
Exposition
Encounters with the work of the spymaster Hoegwar. Players are still low level so encounters are managed and key antagonists will keep escaping with the support of henchmen willing to sacrifice themselves.
Conflict
Recovering gems for Hoegwar's alter ego - hints of the danger are provided to the players. During which time they meet members of Arthedain court and investigate the spy ring.
Rising Action
As the action proceeds the players should begin to realise that they are being manipulated. They make links with the gems they have discovered and a plan to unleash a dragon from the Northern Wastes.
Climax
A race to recover the Mazalalbam from its hidden hold in the wastes of Forochol
Falling Action
The players should launch an assault against the dragon using the weapon. The Dwarves of Ered Luin should be involved.
Resolution
The dragon is slain and the Mazalalbam is either lost in the action or the dwarves take possession of it.
Backdrops
Locations
Caras Celairnen
Fornost
Ost in Edhil
Bree
Ered Luin
Dwarven holds of Ered Luin
Forochel
Northern Wastes
Arthedain
Angmar
Threats
Wilderness
Freezing temperatures
Spies
Warbands
Angmar scouts and patrols
The dragon
Encounters
Investigation
combat
research
pursuit
riddles
planning
Plot type
Campaign
Subplots
Related Locations
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