So far we have sent the characters up the creek without a paddle, half drowned them and made them fight under water against a new and unknown monsterous race. Today, it is apt to make their day go from bad to worse!
The river they have been careering down so far has been randomly generated and designed to make it virtually impossible to swim out of or row out of. anyone reaching the shallows would be facing swimming rolls at something like -90 and taking krush criticals should they fail.
All this talk about channelling got me thinking. There was also a thread on the forum of someone wanting plug and play adventures.
The problem with plug and play rolemaster adventures is that no published adventure can ever know what options are in play and which aren’t. As a rule of thumb you could optional rules relating to character creation in the companions made PCs more powerful, not less. If you accept that premise then any adventure written against the core rule books would be varyingly under powered when used with characters created with optional rules, spells and skills from the companions. As an example the core RMC core rules has no option for two weapon fighting styles which in many games are extremely common. Stunned manoeuvre is another skill that can have a huge impact on the outcome of a fight.
There are times when what you want is a world saving adventure and there are times when you just want to kill something. This little adventure is of the just kill something variety. This is really intended to be used with a beginning party of 1st to 3rd level characters.
In many of the games I have played in it seems like Orcs get used almost as the default bad guy in beginning adventures. This time it is their weaker cousins the Goblin that is going to take the beating.