Ep 13: Dark Detours

Credit: The One Ring RPG 1st Edition

With the caravan saved and the High Pass free of immediate dangers, the group can claim victory over the long night. 

But there are consequences for standing against the darkness. Now the heroes must treat their wounded and count their losses. Grief is mingled with hope in these dark days as it becomes apparent a greater evil moves in the Wilderland. 

Now they must decide what to do next. 

Will they head back down the mountain to the Easterly Inn with the caravan? 

Or will they find the source of the goblins to secure the High Pass in the years to come? 

It would be a dangerous and dark detour. 

Oh hey, that's the name of the episode! So I wonder what choice they make? Hmmm. 

Listen to episode 13 of this One Ring RPG actual play called Dark Detours wherever you listen to your podcasts or right here:

This is one of those times that every GM/DM/LM can relate to as they plan their adventures. You think you know what the group will do, have an idea how things might shake out, then they just go in a totally different direction. 

Now, their choice was prepared for because it was possible based on the last episode. But, they saved Dindy from being captured, so there was initially no reason to go down down down to Goblin Town as it were. 

But give these guys an inch, and they take a mile. Which is a good thing because it keeps things very interesting. 

And dangerous. 

Here I was ready to do a Fellowship Phase, and things went very differently. 

And I have no idea how it's going to shake out or what goals they will try to hit. 

So here’s to the great thing about TTRPGs! It’s all about everyone telling a story together, and no single person knows what will happen. 

It’s awesome! 

So make sure you keep up with the gang on The Party Business Podcast wherever you listen to your podcasts: 

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Ep 14: Misty Mountain Oysters

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Ep 12: A Howl in the Night