Part II: The Journey to the East

 

Scene 1: From Rivendell to the Misty Mountains

 

Your Fellowship meets throughout the 17th of May in Elrond’s Hall, whilst the Council of the North continues to sit in the Hall of Fire.  Your party, just as the king’s council, discusses some weighty matters.  The loremaster Frolin is quite certain that the last thing the missing Belemir looked at in the Archives of Rivendell, possibly the very thing he returned here to research, was an ancient scroll mentioning a lost relic called the Angril.  The Elven-sage Belegil, whose memory stretches back more years than everyone else’s, possibly even combined, explains that the scroll must have been written nearly twelve centuries ago by two long-lost Wizards, presumably of the same secret Order as Gandalf and the accursed Saruman.  But many questions remain.  Did Belemir actually find this relic and come to Rivendell to verify it?  Or did he merely encounter or hear of it and come to Rivendell to learn more?  And what did he learn in Mirkwood that seemed to affect him so profoundly?  Who else has learned of the Angril?  And how does all of this relate to Belemir’s prolonged disappearance?  As the discussion progresses, most of your party seems convinced that a journey to Mirkwood is in order.

 

Food is the overriding concern of your preparations.  Vornmir checks to make sure the Fellowship is taking enough, although he is not certain precisely how much is enough.  Barion and Rard have already packed away 14 days worth of trail rations for each member of the party; unless some disaster traps your group in the mountain pass, this seems to be a reasonable amount to get you to the Beornings of Carrock, where you hope to be resupplied.  Vornmir also wishes to acquire another weapon, and he approaches Ingold to request a throwing javelin.  [Persuade skill test] The Chamberlain frowns sharply at Vornmir and responds, “We have precious few javelins, and more will be needed if we are to storm the heights of Gundabad.  I cannot spare you one.  May the spear you hold now be enough for you, as I hope you will have no need for anything more.”  Later, Vornmir sounds out the possibility of Elf-riders accompanying your party across the mountains to carry messages.  However, so few Elves now remain in Rivendell that there aren’t any free to join you.  As the preparations for the war in the north proceed, every Elf-rider is needed to maintain contact between the lands west of the Misty Mountains.

 

It is also decided that King Elessar must be informed of what you have learned and of your plans.  Frolin, Finbor, and Barion all volunteer to speak with him.  While the other members of the Fellowship spend the rest of the day checking their gear and readying Thorin’s packs, the Dwarven sage, Gondorian warrior, and Prince of Dale attend the Council of the North and await recognition to speak with the king.  As the strategy session draws to a close, King Elessar dismisses the Council and grants a private audience.  Frolin, Finbor, and Barion summarize what you have learned – about Belemir’s movements and whereabouts before his disappearance, about his sudden return to Rivendell from Mirkwood, and about the ancient scroll and the Angril.  You state your plan to travel to the Woodland Realm of the Elf-king, and beg his leave.  King Elessar nods solemnly and says, “I have never heard of this relic before, but if it truly is a lost work of the Black Enemy then dark days may lie ahead.  The Shadow has fallen, it is true, but even a lingering remnant of that evil power can cause great trouble.  I fear for my friend Belemir now more than ever, for your searches suggest that his fate has somehow become entwined with the rediscovery of this Black Crystal.  An evil relic will attract evil men or worse, and Belemir could be in grave danger.  I urge you, go to Mirkwood and learn there what you may.  Follow any trails you discover, find Belemir, and do what you can to deal with this foul crystal, if it truly exists.”  The king sighs wearily and continues, “And to think that it may have lain in the treasure trove of my ancestors so many ages past.  Would that it never had been heard of again!  If it does exist, and if it has been found again, it must be destroyed.  Alas, I have no more men to dispatch upon this quest, for our plans against Mount Gundabad will require every remaining strong arm and stout heart.  This quest must lie upon your shoulders, Fellowship.  My faith must rest in you.”

 

King Elessar proclaims that he will see you off the next morning, granting you his blessing before the whole Council.  He proclaims a great feast this night in your honor.  Lord Elladan and Lord Elohir fill the Last Homely House with food, drink, music, and merriment.  The campaign against the Orcs of the North and the quest for Belemir are forgotten for a few short hours, as dozens of delegates from all the Free Peoples of the West revel happily and wish you safe journey.  Indeed, only Devorin, the delegate from Lebennin, absents himself from the cheer, refusing to join any celebration that honors Finbor.  But he is not missed, and the revelry continues unabated until the sun sets and the moon rises in full.  Though the feast is in your honor, you are not required to sit as a group, and each of you is often pulled aside by one delegate or another for a friendly chat.  For a brief period of time, Finbor and Barion appear to have been separated from the rest of you, but they soon enough return to Elrond’s house and rejoin your company.

 

On the morning of the 18th of May, four days after arriving in Rivendell, your Fellowship is ready to set off on the journey to search for Belemir.  Each of you rises shortly after dawn, readies your gear and pack, and dresses in your traveling clothes.  Finbor and Barion have replaced their previously worn finery with heavy clothes of wool and fur.  Rard himself wears new heavy clothes provided by the royal stores; Frolin wears the same thick, heavy Dwarven clothes as always.  Only Belegil, whose Elven nature defies most elements, and Vornmir still wear lighter travel clothes.  You gather together in Elrond’s Hall for a hearty breakfast provided by the Elf-folk of the Last Homely House, and its nourishments leaves you hale of body and cheerful in heart.  With packs upon your back, your sundry weapons in hand or over shoulder, you march out through the front door of Elrond’s house.  There you find “Thorin” awaiting you, fully packed and ready to travel.  King Elessar and the assembled Council of the North stands on the lawn, standing in rank and file by station and eminence; even Devorin is compelled to be present, glumly.  As you walk by the assembly, you bow your heads respectfully.  King Elessar raises his hand and intones, “Come back to Rivendell when you may, and we greatly hope that Belemir will be with you.  By the close of summer, you may find us dwelling in the Hills of Evendim by what was once our ancient capital Annúminas, and next spring we march on Gundabad.  Go forth, Fellowship for Belemir, with the blessing and thanks of the Reunited Kingdom.”  On cue, the assembly raises a loud hurrah for you.  With swelling hearts, you stride across the bright Elven-dale and through the dense copses that shield this hidden valley from unfriendly eyes, leaving fair Rivendell behind.

 

*   *   *

 

Your plan is to cross the mountains at the High Pass, from there to Carrock across the Anduin River, then cross-country to the Forest Gate into Mirkwood, taking the Elf-Path to the Woodland Realm.  With Mr. Bracegirdle’s maps firmly in mind, your Fellowship strikes out northeast from Rivendell.  At first the terrain is heavily wooded, which makes discerning a sure course confusing enough, but as the miles pass and you near the mountains the land becomes increasingly hilly.  In very short order Vornmir proves his worth to your company – though not a woodsman, he is an inveterate traveler with an uncanny sense of direction.  When his travel-sense is paired with the wood-skill of Rariadoc and Belegil and the hill-knowledge of Finbor, your Fellowship confidently hikes through the wilderness without fear of getting lost.  The survival knowledge of Rariadoc, Belegil, and Finbor is also well-suited in this terrain for helping your party find comfortable, secure sites to camp each night, near to water, with plentiful fuel for campfires.

 

The distance from Rivendell to the west-side of the High Pass is a little less than 60 miles.  Your company keeps up a brisk march, a steady pace that overall matches the speed of a jog.  It is a little strenuous, but not overbearing.  Without any explicit plan otherwise, your Fellowship travels an ordinary eight hours a day, leaving eight hours to make camp and eat meals, and eight hours to sleep under the night sky.  Your party can travel no faster than its slowest member, which by nature is Rard – but Hobbits are swift for their size, and you are surprised by how little he slows down the group.  In general you traverse just over 3 miles each hour, sufficient to allow you to reach the entrance to the High Pass by mid-morning on the 20th of May.  You can already tell that you have ascended an altitude considerably higher than Rivendell, for the country has turned from leafy forest to open foothills, and you can see the towering Misty Mountains draw closer and closer, the high white peaks lost in a sea of dense fog.  The High Pass itself is a network of canyons, gaps, and ledges extending fairly levelly from the foothills on the western side through to the foothills on the eastern side, covering a distance just over 40 miles.

 

By dusk on the 20th, you are well into the mountains.  “Thorin” has a somewhat harder time in the mountains than in the wooded hills outside Rivendell, but Barion lovingly walks beside him and carefully guides him by the reins.  Even maintaining the same level of effort as before, the difficulty of the terrain slows your pace to not much more than a mile and a half each hour, and the fatigue is considerably greater.  None of you is particularly well-versed in mountain survival: Finbor explains that the Men of Lamedon are hill folk, not mountaineers, and Frolin grumbles that he is used to living under mountains, not exposed in the open atop them.  Nonetheless, enough of you are skilled in wilderness survival to find a secure campsite nestled in a gorge.  As Barion assured you, water is plentiful at this time of year.  Though the air temperature is still rather cold, mainly due to the sharp chill breeze howling through the mountains, the sun shines brightly all day, melting the icepacks at higher elevations and creating streamlets of water running down into the gorges and gaps.  Summer is still many weeks away, and especially at night the temperature drops to a level only slightly above freezing.  Belegil seems impervious to the cold, though Vornmir is not – his lighter traveling clothes cannot warm him sufficiently.  As for food, your stocks are holding up well.  Indeed, there is no way to supplement your rations here in the barren mountain pass; you rely on the cram, dried meat, and dried fruit provided for you at Rivendell, though Rariadoc Brandybuck proves himself gifted at spicing meals up with his cooking kit.  By this point you have each consumed three days worth of rations, leaving eleven days for each of you left in Thorin’s packs.

 

The 21st of May is another bright spring day; it would be beautifully pleasant at lower elevations, but up here in the High Pass it is crisply cool.  Fortunately, the blowing northwesterly wind has died down today.  The yellow sun continues to work away at the snow and ice atop the mountain peaks, and as the hours pass you notice the quantity of water streaming down through the canyons greatly increasing; on many occasions you are compelled to wade across shallow rivulets spreading wide across at flat gorge bottom or to divert your course around a cascading waterfall pounding a canyon floor.  As a result, you find yourself forced more and more onto broad ledges extending past or across water-jammed gorges.  Though your pace normally would not be too taxing, the mountain terrain makes travel oppressive, and as the hours pass everyone’s body aches painfully.  You take your fair allotment of breaks, rejuvenating your bodies with a lunch meat (and even a couple between-meal snacks for the Hobbit), but still your bodies suffer greatly.  Finally, early on the evening of the 21st of May your company reaches the peak of the High Pass, the mid-point, and as you look toward the east all of the ledges, canyons, and gorges slope downward.  It is just another hour or so until dusk, when you plan to stop your march and find a campsite for the night…

 

Weariness tests (modified for pace, terrain, encumbrance, and personal condition):

 

Barion (TN 21): 11 [roll] + 3 = 14 (complete failure) = Spent

Belegil (TN 16): 5 [roll] + 5 = 10 (complete failure) = Spent

Finbor (TN 21): 6 [roll] + 4 = 10 (disastrous failure) = Exhausted

Frolin (TN 16): 7 [roll] + 4 = 11 (failure) = Weary

Rard (TN 16): 9 [roll] + 1 = 10 (complete failure) = Spent

Vornmir (TN 18): 9 [roll] + 3 = 12 (complete failure) = Spent

“Thorin” (TN 16): 6 [roll] + 3 = 9 (complete failure) = Spent

 

(OOC: I’m experimenting with a system that determines the amount of Weariness characters suffer going into a scene by making a single Stamina test at a modified target number rather than making multiple lesser Stamina tests.  If I had done this the regular way, I would have had to make 5 tests for each of the six characters plus the horse at a TN ranging from 14-19; I’m fairly confident the outcome would have been not much different, and quite possibly even worse.)

 

By now all of you are extremely tired.  Even the steady Thorin is wheezing and slobbering at the mouth.  Mail-clad Finbor, who is ever in the lead, ever ready lend a hand to others, looks in a bad way, for his body bears the heaviest weight.  You need only to make it across the Peak of the High Pass, travel on for another hour until the sun begins to wane on the horizon, and then find a nice flat spot to camp for a full night and sleep away your weariness.  Unfortunately, the path ahead is washed out: a raging mountain stream thunders down from a cliff to your right (the south), pouring down through the canyon ahead of you (to the east) before running down around the cliff’s base to the southeast.  Your company halts at the edge of a low ledge looking down into the washed-out canyon.  Normally, you would follow a slope to your right down to the canyon floor, but it is currently being pounded with a violent waterfall.  Wearily, your minds comprehend three possibilities…

 

First, walk down the slope as far as you can and then try to SWIM across the torrential stream: the current looks rather swift and could conceivably pull you south of the High Pass and dash you against the rocks at the base of the peak, but the stream probably is not very deep and is no more than 8 yards wide.

 

Second, about 2 yards to the east and a yard above the low ledge upon which you currently stand is another ledge that runs along the north cliff-facing of the washed-out canyon.  You could try to JUMP from this ledge to the other ledge and then walk along it above the river.  Of course, if you fail the jump the distance you will plummet into the rapids below.  “Thorin” could never be made to attempt this on his own, and even a rider on his back might have a hard time urging him to jump.

 

Third, though the cliff-facing to your left (north) is currently very sheer, only a short ways back it was slanted, craggy, and led up onto the peak.  You could backtrack a short distance and attempt to CLIMB up and over the peak, thereby avoiding the river and ledges altogether.  This is a much longer course that could take up many hours, and those who fall might sustain injuries as they skittle back down the craggy cliff-side.

 

As you are contemplating your course of action, suddenly Finbor begins to fall forward: completely exhausted by the exertion of getting this far, his eyes roll up in his head and he passes out into unconsciousness!  Like the rest of you, he is on the edge of this low level and will surely spill over into the raging stream a couple yards below, and since he is conscious he will surely be carried away and will drown!

 

As Finbor struggles to the top of the ledge overlooking the washed-out canyon pass, the warrior suddenly collapses from exhaustion.  "Look out!" Rard yelps, "He's falling!"  Summoning up his courage to shake off the crippling fatigue, Barion, though still tired, rushes forward to try to catch Finbor.  [Swiftness reaction test] The Prince of Dale manages to grab onto Finbor's arm, and both men teeter perilously on the edge overlooking the rushing rapids a few feet below!  Frolin, who is near to Thorin, grasps the coil of rope on the side of the pack, preparing to throw its length to the men if they fall into the water.  Rard, a little further downstream along the sloping ledge, rushes to them with his arms out, attempting to push back some of the weight dragging them men forward.  The little Hobbit calls upon his courage to overcome his fatigue, though he is still tired.  [Stamina reaction test] Rard helps to catch the falling warrior, his little mass giving Barion the assistance necessary to avoid spilling into the rapids with Finbor.

 

Finbor, jostled by Barion and Rard, comes around just enough to focus his courage; he regains consciousness by strength of will, though he is still weary.  Finbor takes a step back from the edge, carrying Barion and Rard with him.  He collapses to the earth, fatigued by now safe.  Barion and Rard kneel down with him, glad to be back from the water's edge!  Frolin drops the rope, equally glad not to have to use it.  Belegil, meanwhile, has joined them; he considers calling upon Magic to try to aid Finbor, but the Elf is too weary to success and Finbor is already conscious again.  But he lays his hands upon Finbor and invokes a blessing: "Tired spirit, remember your Warrior's Heart.  The struggle has not ended and you may not rest yet.  Awaken and arise!"  The Elf's enchanted words cheer Finbor's heart and help the man completely forget his embarrassment [Finbor does not have to spent another Courage point for his Proud flaw].

 

Everybody is safe now; some people have gotten rid of some of their fatigue, but others are still very weary.  And the river remains before you.

 

Scene 2: Through the Hithaiglin

 

As evening approaches on the 21st of May and further progress through the High Pass is thwarted by raging flood-waters that nearly swallowed Finbor, Barion, and Rard, your Fellowship decides to find a place to camp for the night and attempt to cross the washed-out canyon the next morning.  Everyone is wearied from the long day’s hard exertions, and you hope a meal and a good night’s rest will restore tired bones.  Of course, there is the matter of finding a suitable place to camp high up in the mountains.  [Survival (Mountains) skill test] The Hobbit Rard seems to have the sharpest wilderness survival skills, though he is assisted by the woodsy Belegil and by Vornmir and Finbor.  Though finding a suitable campsite is a fairly routine task, it is harder in the mountains – and your weariness compounds the difficulty.  Belegil and Vornmir are too spent to be of any extra assistance, but the revitalized Finbor is able to aid Rard in scouting out high, flat, dry ground lee of the biting mountain wind.  Alas, you wander about the High Pass for two hours before you find such a place.  While most of you collapse from fatigue straight away, including poor Thorin, Rard is able to summon up the strength to cook up a warm meal of spicy flour biscuits; he also heats up his skin of cider, dividing the beverage among his comrades to cheer their spirits.  When the meal is concluded, ten days worth of trail rations remain in Thorin packs for each of you.  At the very least clean, cool water for your skins is very plentiful in these mountains.

 

The night of the 21st is bitter cold, for once the sun vanishes from the sky all traces of bright spring vanish, too.  Most of you have bedrolls to sleep upon, providing some comfort as you wrap in the wool cloaks that are part of your heavy clothing outfits.  No one expressed any concern about mountain dangers or the need for a watch, so burdensome armor is removed before bed and everyone drifts off together around the fire (however, Belegil in fact is conscious most of the night and keeps a de-facto watch).  Frolin has no bedroll, but he is contented to wrap himself in his heavy blanket.  Belegil has neither blanket nor bedroll, nor many possessions of any sort if truth be told; the Wood-elf pays no heed to the cold night, and merely a couple hours spent under the stars in waking-dreams is enough to revitalize his strength.  Vornmir lies upon his bedroll, covering himself with the light flaxen cape that is part of his traveling clothing.  Rard sympathizes with Vornmir, who has never traveled in mountains before and is not suitably dressed for it.  The Hobbit wishes he had a blanket to offer the warrior, but he has only his little cloak which is hardly large enough to cover the man.  The mountain conditions are none too hale for Thorin either.  Though the horse feasted upon wild grasses in the lush hills beyond Rivendell, the past two days have been lean; Thorin can only find a few patches of short mountain scrub on which to graze. 

 

You rise at first light on the 22nd of May, knowing another long day lies ahead of you.  Though the aches of yesterday’s exertions have faded, sleeping in the rough is itself trying.  [Stamina tests for Weariness] However, all of you are stout enough to endure the rough ground and awaken refreshed.  Even Thorin appears to be at full strength.  Fate smiles upon you!  You start your day by eating a light morning meal (not so light for Rard, who needs to ready his “mid-morning meals” for the trip), then you strike camp and make your way back to the washed-out canyon.  Two hours later you reach the ledge upon which you stood yesterday, though without the crippling fatigue.  The same scene confronts you, with a raging rapids pouring down from the peak to the south, splashing across the canyon floor, then sweeping southeast down around the base of the peak.

 

There is a good deal of discussion amongst your company as to how to traverse the obstacle.  It is consented all around that most of the party should wade across the river with the benefit of a rope; this method also promises the best hope for getting Thorin across the rapids.  The sticking point is how to get the rope fastened to the opposite side of the swirling pool before you.  Though not particularly deep or excessively wide, the current is strong and the canyon covered with jagged rocks; anyone who is swept up in the rapids or who falls in from above would surely suffer some harm before they could be pulled out.  It is Barion who first volunteers to make the crossing, swimming across as best as his strength allows and carrying one end of the rope with him.  Though the young prince’s valor cannot be doubted, the lad is easily the smallest and lightest Man in your Fellowship, giving reason to fear for his safety.  Frolin steps forward to volunteer instead.  “Nay, lad,” he says, “why should you get wet for no good cause?  Your bravery is laudable, but you must give way to good Dwarven sense!  I have strong enough legs.  Let me jump across the divide using the ledges above; I shall take one end of the rope with me and hold it on the other side.”

 

Rard, not to be outdone, argues, “But Dwarven legs, strong as they are, are too short for jumping.  I am small and light: if there is risk to be taken, let me be thrown across the divide with one end of the rope.”

 

But it is Vornmir who is most insistent, and indeed the most athletic member of your company.  “Hobbits are too good as cooks and rangers to be wasted as projectiles,” he says with a smile, “and Dwarves are no good for jumping, though Master Frolin proves they are unmatched in endurance.  If one of us must jump this divide, I claim the task for my own.  My legs are longest and thickest, for they are no stranger to the rigors of jumping and striding.”

 

The golden-haired warrior lays down his pack, shield, and spear, and then scurries up from the watery slope to the edge of the ledge above.  Refreshed from the night’s rest and hearty meal, he gauges the jump carefully and prepares to leap across.  [Jump skill test, TN 10: 4 (roll) + 4 + 3 (Courage) = 11, Ordinary success]  With one end of the fifty-foot length of rope in his hand, he crouches down low and then springs up to his full height, leaping across the two-yard divide and up onto the opposite ledge.  He lands with a hard smack, then regains his footing.  Waving down to the rest of you, he walks along the opposite ledge and then down the slope to the bank across the swirling pool.  Digging his heels in the earth, he gestures for the rest of the Fellowship to beginning crossing and grips the rope tightly in his hands.

 

On the opposite bank Finbor anchors the rope.  Barion volunteers to test his idea out first.  He loads Vornmir’s discarded gear onto Thorin, grips his horse’s reins tightly in his right hand and the stretched rope in his left, and slowly fords across the rapids.  [Swim test, TN 5] Even with the hesitant Thorin hindering him, Barion is obviously skilled at swimming and crosses without any trouble.  Frolin grumbles about the water, since he is no swimmer, but he stomps into the rapids next and relies on his natural strength to pull himself across.  Belegil goes next; the frailest of your company, he is at most risk but by good luck manages to keep hold the rope and cross safely.  The intrepid Hobbit Rard leaps into the water next, clinging to the rope dearly – the water proves to be deeper than he is tall, and only his basic water-skill and some good luck suffice to get him to the other side.  Finbor is last and receives only limited benefit from the rope, since he must wrap his end around his waist and rely on the rest of you to brace the other end for him.  Fortunately, the Dúnadan of the South is a good swimmer, raised among the hill-streams of Lamedon.  [Swim test, TN 8] Luck and skill combine to aid his crossing, and Finbor soon joins you on the other side unscathed.

 

By the time you get your company and steed across the rapids, it is already mid-morning.  Only half-way through the High Pass, you push on at your previous pace and hope to get through the Hithaiglin without any more obstructions.  You hike for another five hours on the 22nd, covering less than ten miles.  You are still deep in the Misty Mountains, surrounded on all sides by towering cloudy peaks.  Fortunately, the High Pass is rather low compared to the surrounding mounts and you never find yourself engulfed by fog.  The weather is fairly constant, alas, and you must bear another cold night in the Hithaiglin.  Thorin finds no scrub grass here, and the poor animal is clearly beginning to weaken.  Hearts sink, too, when you hear for the first time wolf-howls far off in the distance.  It is your first reminder that the Misty Mountains are not always safe – Goblins are still known to dwell in tunnels not far distant from the High Pass, and fierce wolves prowl the cloudy peaks and passes, too.  Trusting to fortune and Belegil’s nightly watch, your company sleeps fitfully.

 

Rising at dawn on the 23rd, your Fellowship steels itself for another long day of briskly hiking through the High Pass.  This is your sixth day out from Rivendell, and that fair gentle Elf-haven now seems but a distant memory.  The only happy though comes from Vornmir, whose faultless travel-sense reveals that the eastern foothills are surely less than 15 miles away!  Cheered by the thought of leaving the mountains behind, you push on for a full eight hours.  You pass many flowing streams and small cascades, but nothing like the rapids you were forced to deal with previously, and nowhere else is the route impassably obstructed.  Finally, as the sun starts to disappear in the sky behind you, Belegil calls out a happy message in his light, airy voice: “Ai!  Hills I see ahead, separate from the towering peaks and lower down the horizon.  We shall exit the High Pass ere night falls.”  His sharp vision does not fail you: by dusk you have stepped out of the last mountain gorge into rolling, grassy countryside.  It is the mirror image of the land you passed through northeast of Rivendell, though not as blessed as that region touched by Elven-kind.  As you set up camp atop a low hill, the hungry Thorin feasts on the wild hay growing in the gullies below.  You have survived crossing the treacherous Misty Mountains during the dangerous spring thaw, unthwarted by flood and unmolested by wild beasts!

 

Once through the High Pass, you cover nearly twice as much distance at the same brisk hiking pace.  You travel for a full eight hours on the 24th of May, a day which feels like spring again at this lower altitude in a land unshadowed by the towering peaks.  The foothills do not hold out very long, for soon you find yourself crossing lush, rolling dales.  You have entered the country of the Vales of Anduin, ancestral home of the Rohirrim, Men of Northern Rhovanion and, indeed, the Hobbit-folk (though it is a fact only Frolin and Belegil are likely to know).  Vornmir skillfully gauges how far your party has traveled and in what direction, and it is enough for Barion to inform the company when stopping to set up camp that, “We shall reach Carrock before tomorrow is out.”  The wolf-howls are left behind in the mountains, and the evening spent camping in a gentle dell west of the Anduin is pleasant and quiet.  Water still is plentiful in this land, but here you may also have the opportunity to forage and hunt for game.  It may not be necessary, though, for you each have 7 days rations remaining in Thorin’s packs.

 

The 25th of May is full of the bloom of spring, bright and warm and cheery.  You awaken to chirping birds, whose songs become a glorious chorus by the time you strike camp and begin the day’s hike.  The sun is high and golden throughout the day, and bees bustle about your feet as you stride through patch after patch of many-hued wildflowers.  You drink liberally from your waterskins, filling them at leisure in the innumerable spring brooks feeding into the mighty Anduin to the east.  And then, late in the afternoon, perhaps two hours before dusk when you normally stop to camp, you hear a great, steady roar coming from beyond the valley through which you are strolling.  It is the Anduin River, strong and loud and perpetual!  Cheered by the sound, you all jog through the gentle dell, running up the last rise and then striding down onto the wide, open green riverbank.

 

You stand before Carrock, the mighty islet that sunders in twain the Anduin torrent for some few hundred yards.  At most places the Anduin is hundreds of feet wide and dangerously swift, unsafe to swim and even challenging to boat.  But Carrock slows the river and divides it into two narrow branches that have long been safe, reliable fords.  In recent years, however, the river has been made even simpler to cross with the construction of a pair of humble wooden bridges leading from the west bank to Carrock and from the east shore of Carrock across to the east bank.  Groves of trees sprout up all along the shoreline of both the riverbank and Carrock itself, providing ample shade to those who cross.  Pulling Thorin along by the reins, for the horse is content to stay here grazing forever, your company makes its way onto the bridge to Carrock.  You are now entering the land of the Beornings, the Men of Northern Rhovanion who are either kith or client to the sons of mighty Beorn, mystical hero of the Battle of Five Armies.

 

Indeed, you do not wait long to find the Beornings, for they find you.  For years uncounted these men have guarded Carrock, and their vigil has not waned since the War of the Ring.  The pleasant groves that provide you shade also conceal your watchers, sharp-eyed men with longbows of yew.  Finbor, Rard, and Barion are aware of the watchers almost as soon as your party steps upon the bridge.  “Step lively,” Finbor whispers to you, “for we are being observed.”  “Aye,” Barion adds, “three archers in the copse behind us and three in the grove on Carrock.”  “And a fourth man on Carrock,” Rard whispers, “hiding behind the tall bridge-post fastening the end of the bridge to Carrock’s shore.”

 

You have walked for much of the day at this point, and weariness has already begun to set in.  [Stamina test for Weariness] Barion is Spent [TN 18, complete failure]; Belegil is Spent [TN 13, complete failure]; Frolin is merely Tired [TN 13, ordinary success]; Rard is Spent [TN 13, complete failure]; Finbor is Spent [TN 18, complete failure]; Vornmir is Weary [TN 14, failure].  (OOC: In case you’re wondering if I’m just out to screw you guys with Weariness, the rolls this time were overall quite sucky…as you can see, the TN is much less than in the mountains!)  In terms of your company’s preparedness, armor is currently being worn, shields are currently being carried, and walking weapons (spears, staffs, axes, bows) are currently in hand (though sheathed weapons like swords, knives, and arrows are not).  You stand upon a wooden bridge five feet wide and no more than fifty feet long crossing between the west bank of the Anduin and the western shore of Carrock.  The hiding men behind you are perhaps thirty feet away, to the northwest; the hiding men ahead of you are a little more than fifty feet to your east, beyond the bridge.

 

Scene 3: The Beornings of Carrock

 

Finbor walks to the front of the party. He hands his spear and shield to Vornmir or Barion. Removing his high Numenorean helmet, he raises his right hand with the palm outwards. Then he hails the Beornings in hiding: "Hail, Men of the Carrock. I am Finbor of Gondor, my companions and I are on a mission, ordered by King Elessar of the Reunited Kingdom. We wish to cross the Great River. Will you let us pass?"

 

The leader of the Beorning party steps out from behind one of the thick bridge-poles on Carrock shore.  He calls out to you, “I am Grimwine, warden of Carrock appointed by the chieftain of our tribe, Grimbeorn Beorn’s son.  We are friends of the Reunited Kingdom, not its servants.  We may show amity to the king’s men, but we do not heed commands.”

 

Barion gestures to the others to put up their weapons, then walks forward slowly hands raised.  The young man cries out, "Sons of Beorn, let us not be strangers, nor foes, for my kin, too, fought in that great battle at the foot of Erebor, with Dwarves, Elves, Men, and Eagles against the Goblins.”

 

Grimwine calls back, ”In years long past our great chieftain did fight alongside Lake-men and Dwarves, Elves and Eagles, it is true, but not since the Battle of Five Armies have the Beornings mixed in the affairs of other folk.  The watch and ward of the crossings of the upper Anduin is our charge, and we keep ourselves to that business.  What is your business here?”

 

“I am Barion son of Brand, Prince of Dale.  My companions and I are on urgent business from King Elessar of the Reunited Kingdom.  We have traveled far from Rivendell and are both weary and hungry. Might we not rest among you and share your most excellent honey cakes? Indeed you shall not find us unwelcome guests as we may pay or barter for what you can offer."

 

[Debate (Parley)/Persuade (Oratory) combined skill tests, Barion assisted by Finbor; complete success]

 

The other men can be heard faintly murmuring to each other from their places of concealment, as if the offer of barter or coin is welcome to them.  Grimwine seems to detect this and calls back, “It is well that you are men of substance and not supplicants, for the days have passed when we blithely permitted unsavory wanderers to pass through our land and freely taste our hospitality.  The Realms of the West may be free of danger, but I assure you Wilderland is not.  Bands of wild men displaced by the Great War wander about as brigands, and not all travelers are truly as they appear to be.  Goblins from the North and West press upon the Anduin, more and more often of late.  We do not apologize for our caution.  But if you are fair travelers, your companions will identify themselves to us as well.”

 

“Hello!” rumbles the Dwarf, stepping forward peaceably, “Frolin Droli’s son at your service!”  The others leave it for Finbor and Barion to introduce them.

 

Apparently satisfied, Grimwine makes a broad waving gesture and his comrades step out from their hiding places amongst the nearby copses.  The tall Northmen lower their bows and return their arrows to their quivers.  Grimwine steps off of the bridge and joins his group on the Carrock shore.  “Cross, friends from the West,” he calls out.  One by one you make your way over the wooden bridge and onto the islet, and when you have assembled there Grimwine escorts you over and across the other bridge to the east bank of the Anduin.  His comrades resume their places, keeping the watch in his absence.  Grimwine converses pleasantly with you about the terrain through which you have passed and the weather which you have faced, asking harmless questions about your route and journey’s length.  “The sun will begin to set soon,” he finally says, looking up at the sky.  “I suppose it would not be hospitable to make you camp out in the open, so I invite you to stay in my village tonight.  Come, you will sup with my folk and sleep in soft beds.  You can tell me more of your journey, and I will tell you what I may.”

 

The Beornings are not very numerous, and they are spread thinly throughout the wide land between Carrock and the Great Ford.  Fortunately, Grimwine’s cantonment is less than a mile north along the river, a pleasant stroll that imposes no further weariness.  The clutch of log cabins cannot even truly be called a village, for the buildings number less than ten and the total number of people less than forty.  There are more animals ambling about than men, mostly cows, swine, and some horses (which seem to regard you with an almost intelligent gaze).  A lad, one of Grimwine’s young cousins, comes up to you and, at his elder’s instruction, leads off Thorin to brush, water, and feed him.  The air is thick with busy honeybees, for the Beornings are renowned apiary-keepers.  Grimwine leads you to one large cabin, filled with large, soft beds; he invites you each to choose one and leave behind your gear and heavy loads.  “This cabin we maintain for visitors from kindred villages,” he says, “but tonight the beds are given to you.”  At his command, a group of women bring in wash basins and long clothes; you are left for a time to wash and, for those of you with spare sets of clothing, change into more comfortable clothing.  Barion and Finbor again don their splendid finery, and Rard slips back into his lighter clothing, but Frolin and Vornmir must stay in their rank, well-worn costumes.  Belegil, too, only has one suit of light clothes, but his Elf-form seems incapable of staining or spoiling the garments.  Grimwine returns shortly and invites you to his home, a more ornate cabin nearby.  There, the group of women, whom he identifies as his sisters and cousins, prepare a fine, hot supper of beef stew, honey-wheat bread, roasted potatoes and carrots, honey-cakes, and sweet mead in tall flagons.

 

As you eat and drink, Grimwine converses with you most affably.  Rard, ever-curious and eager, asks about the famous Beorn, of whom he has read in Bilbo’s incredible stories.  Are all men in these parts shapeshifters?  Grimwine lets out a hearty laugh and replies: “You must think us truly fantastic, little one!  But were it not for the visit from your kinsman long ago, I and my folk would think Halflings to be creatures of fantasy.”  He continues with a smile, “Beorn was and always will be our great chieftain, and it is not our place to confirm or deny what outsiders learned about him.  If your goodly Hobbit sire said he could change skins, then change skins he could.  As for me and my kin, we possess only the form which you see before you.  Yet, it is said, a rare portion of my kith is able to throw shapes, and they are honored for it.”

 

Grimwine then guides the conversation back to your journey.  “How long will your company remain in our land?” he asks.

 

Finbor replies insistently, “We must push on tomorrow, Grimwine.”  However, Vornmir, Belegil, and Rard all express an interest in staying longer, perhaps even a few days.  The matter apparently remains to be firmly decided.  The Dúnadan warrior then inquires if riding horses can be acquired from the Beornings and at what price.

 

Grimwine clearly seems more pleased with Finbor’s reply than with the opinion of his companions, but he does not openly object to your request to stay up to a few days longer.  When Finbor asks about buying horses, Grimwine frowns visibly, obviously irked.  “We do not sell our animals to travelers,” he states, quickly forcing the expression of displeasure from his face.  “I know it is a common practice among the Men of the West,” he adds in a polite tone, “so I do not hold it against you for asking, but our beasts are more than property; they are our the partners in our way of life.”

 

Rard quickly smoothes over the awkward situation by pressing his comrades to inquire about provisions – fresh fruits, wine, and honey-cakes.  Grimwine smiles and returns, “Those we happily sell to friendly travelers.  The last cabin in our village as you pass on to the east is maintained by Grimhild, a distant kinswoman of mine.  She collects copper and silver for our village, and will sell you our spare foodstuffs in return.  Visit her before you depart in the morning.”

 

The topic again returns to your journey and your reasons for crossing through the land of the Beornings.  Frolin and Rard decide it is politic to mention that you are looking for a “royal emissary” who passed through here sometime ago; Frolin describes what he knows of Belemir and when he was known to pass through this region.  Perhaps Grimwine has seen or heard of him?  The burly Northman thinks long and hard before answering: “I recall that a troop of emissaries from the West did pass through Carrock last year.  They numbered three men when they came in the summer, but only two came back in the autumn, and separately at that.  They presented themselves as emissaries from King Elessar, and we let them pass unmolested.”

 

“They did not stay here long, or pass through many times?” Vornmir asks him.

 

“When the three men arrived in the summer, they came to us mid-day and rested in our village for a few hours, traded for provisions as you are to do, and then pushed on before nightfall,” Grimwine answers.  “They told us their names, and Belemir I recall was one.  He said their purpose was to bring an embassy to the Elf-king of Mirkwood, and we pressed them no further on their business.  It is not unusual for riders to pass through from the Western Kingdom, and we trouble them no more than is needed to identify them.”

 

Vornmir then inquires about Calanlas and Calanhir, the brothers who accompanied Belemir.  “Yes,” Grimwine returns, “those were the other names, I recall.  It was Belemir who passed through first on his way back to the West in the autumn.  He was riding hard and paused only long enough to identify himself to us; he said he urgently needed to return to Rivendell.  As soon as we knew it was he, we had no reason to hinder him and let him continue.  Calanhir came back through some weeks later, and stayed overnight among us.  When we asked why he traveled alone, he told us one comrade had suddenly departed Mirkwood previously and the other comrade had stayed behind in the Woodland Realm as emissary for the West.  I found it odd that this man Belemir would leave his companions in such haste, but Calanhir had no more to say on it, and so I did not inquire further.”

 

Vornmir also asks about any unusual items they may have possessed.  Grimwine shrugs slightly and says, “I have little knowledge of such things.  The brothers carried bows and longswords, I recall, and rode upon fine steeds.  Belemir also rode upon a swift horse, but openly carried no weapons.  Wait, I do recall on his return he bore a staff of curious craftsmanship, but it meant nothing to me.  And alone among the party did he wear trappings of station, a golden ring with a small black stone.  It was truly grand, and so is remembered by me.  The brothers wore no jewelry, and could have been plain, common men rather than royal emissaries.”

 

Rard inquires of Grimwine about your forthcoming travel, mentioning that your Fellowship is making its way to the Woodland Realm.  How far?  What is the best route?  Will “Thorin” be able to graze?  What hazard may be faced?  Grimwine chuckles, obviously enjoying the Hobbit’s company.  “The little people are an inquisitive lot, I see!” he says.  “I have paced a count of 72 miles from Carrock to the Forest Gate.  From there, you may travel what is called the Elf-path to the heart of Mirkwood, wherein an enchanted stream is said to flow.  Take care not to touch it or drink its water, our kindred Wood-men warn us.  I have not traveled far into Mirkwood myself, so I cannot give you much advice.  But I have traveled far enough along the Elf-path to caution you that more than Elves can be found in those woods.  The forest has many eyes, all of them menacing.  Take care!  As for your fine steed, the grazing is plentiful from here to the Forest Gate.  But once under the boughs of Mirkwood, the poor animal will find little to consume.  If you are alert foragers, you may find berries off the branch and fruit off the tree for him.  Standing water is also rare in Mirkwood, and often brackish.  Drink it with care, or better yet carry a plentiful supply with you.  If your march is swift and your days are long, you may be able to reach the Woodland Realm in less than two weeks.  But many travelers have gotten lost when off the Old Forest Road, so be wary.  Indeed, Frolin and Rard, when your forbearers passed through Mirkwood some eighty years ago, it is said they wandered about for more than a month, and accounted themselves fortunate if they covered seven miles in a day.”

 

Inspired by Grimwine’s mysterious account of the dangers of Mirkwood, Rard asks if there has been any unusual hostile activity in the region by Orcs or other enemies?  Grimwine scowls and nods once.  “If Mirkwood has any blessing, it is that the goblins are gone.  When the Elven-realms joined with the King-under-the-Mountain and the Dale-men to assault Dul Guldur, those goblins remaining were destroyed or driven out.  Stragglers tried to flee to Moria, Goblin-town, or Mount Gundabad, but we Beornings hunted down most of them, yet some surely managed to get through our watch and join hands with their kindred.  In the years after the Great War, the Goblins of the North were silent.  We discerned rumblings among them last year, and warned the Eagle-king when he flew through our land; he told us word would be sent to the King of the West, who would surely gather a might host to stop the Orcs before they could march in force.  When Gwaihir the Windlord flew through again during the winter, he told us that the Western Kingdom had received the report and that the king himself was planning to come to the north to deal with the goblin menace.”  He pauses and continues wryly, “The king has not come soon enough, or else rumor of his march has stirred the Orcs to bolder action.  When the royal emissaries passed through our land last year, the Orcs dared not strike so far south.  Orcish raids were desultory and limited to the northern Anduin vales.  But in March, when winter began to give way, we felt their sting as far south as Carrock.  Troops of Great Orcs, able to endure the spring sun, marched forth from Gundabad, burning the land, carrying off livestock, and slaying our people who fell into their clutches.  So far we have been able to beat them back and stave off serious damage to our holdings, but their raids are growing in frequency and increasing in determination.  We fear that many surviving Great Orcs from across Middle-earth are gathering in Gundabad now that Dul Guldur is cast down.  If King Elessar does not check the power of the Orcs of the North this year, their power may be irresistible next year.”

 

Grimwine drains his tankard and gestures for his sister to refill it, and then see to the drinks of his guests.  “Drink and eat your fill tonight,” Grimwine says, “so you will be refreshed for your next journey.  What other tales have you for me?”  He is willing to talk with you until the moon is full in the sky, at which point he rises and sees you off to bed.  On the way back to the cabin, Rard inquires if any of the villagers might take him hunting tomorrow so that he can learn better the lay of the land.  Grimwine replies, “We are herders and fishers here, not hunters.  But you are welcome to wander about as you will, for you may tell any you encounter that you are under the protection of Grimwine.”  He then bids you a good-night and returns to his own cabin.

 

>At the mention of the eagles Barion gets an idea.

 

Grimwine chuckles once and replies, "The Great Eagles come and go as they please, and the Beornings hold no special sway over them.  The Windlord flies over from time to time, and every so often he pauses to talk to us.  But not always, and never at our request.  But if the Windlord returns and deigns to speak with us, I will give him your request."

 

>wasn't here at the Carrock, have you heard such information from your kinfolk guarding the Old Ford? Do you know if it is possible for one man to cross the Anduin north of here?"

 

Grimwine replies, "Your missing friend did not pass through Carrock since last I saw him.  My kith guards the Old Ford, as I guard Carrock, and if he did pass again to the east it must have been at the ford.  Men from the West frequently cross the Old Ford, and my kith who guard it rarely take the trouble to inform the rest of the tribe unless the visitors will cause us trouble.  There is no other way to cross the Anduin within a hundred leagues* in either direction, unless one can fly like the Great Birds or swim with the strength of the fishes."

 

Scene 4: What Is Known Before Mirkwood

 

>"And Belemir wore this ring only on his return trip?" Vornmir attempts to clarify. 

 

Grimwine replies, “He wore the ring when I first met him and his companions last July, but he did not bear the strange staff.  When this Belemir fellow passed through Carrock on his way back to the West last October, I saw him only briefly.  But I did notice the strange staff, and I believe he still wore his fancy ring.”

 

Belegil compliments Grimwine and his sisters and cousins on the comfort of their home and the fine quality of their hospitality.   "The stories I know are few, goodman.  But, I can give you news of the Hithaiglin.  The spring flood waters are high and the crossing is treacherous in the extreme.  However, we saw no sign of goblins."

 

Grimwine nods his head gracious at the compliment, listening to Belegil’s commentary on the Misty Mountains.  “It is well that you encountered no goblins,” he says.  “The Orcs of the North have at times allied with the goblins of Moria and Goblin-town, or else held them in vassalage.  Perhaps the rising menace of Gundabad has convinced the Misty-Mountain goblins to hide in their hole, ere they bring the wrath of Gundabad upon their heads.  Orc-quarrels may preserve us yet, if they fight each other instead of us.”

 

Conversation then turns to talk of the urgency of King Elessar’s campaign against the Orcs of the North.  Back in Rivendell, the Council of the North did not know that goblin raids had reached far down the Anduin; their last reports suggested that only the northernmost vales had been touch, not much beyond old Framsburg.  When Grimwine ponders that the Orcs of the North may be unstoppable by next year, you all take his fear very seriously.

 

"How should we send word to the King? It would take a messenger to cross back through the pass alone,” muses Rard.

 

"I wish I could have convinced an elf rider to journey with us -- this is valuable information he could have returned to the King..." Vornmir states.

 

"Aye, I am in doubt over this as well," Finbor says.  "We need to inform the King over this situation as quickly as we can, yet I am reluctant to split our Fellowship for that purpose, and the Beornings here seem to have their hands full with the marauding Uruks as well. Then suddenly he raises his head: "Perhaps I could write a message to the King, describing the situation here, then it can be handed to the first traveler going in a western direction."

 

Grimwine interrupts and says, “If what you say is true, that the king is in the north gathering a great host, then his very presence may give the goblins pause.  Rather than exhaust themselves striking the Anduin Vales, they may well decide to concentrate their strength against the coming of the king and his army.  Besides, the Beornings are fighters not afraid to do battle with Orcs – we can hold them off for some time yet, and we do not beg the aid of outsiders.”  He then adds in a somewhat more cautious tone, “But if you feel that the king’s cause would benefit by news from our land, I am willing to send riders across the mountains to the Elf-haven.  We will tell the king about the goblins raids down the Anduin, if that will encourage him to hurry assembling his host and to strike Mount Gundabad before it is too late.”  Grimwine gestures for a sister to bring him parchment, ink, and wax.  He slides it across the table to Finbor and says, “Scribe what message you will, and it will be taken to Rivendell.”

 

*   *   *

 

After your dinner in Grimwine’s house, you are escorted back to the guest cabin, where you are left alone to sleep for the night.  Before climbing into the comfortable beds – a blessed change from camping in the rough! – you take some time to review what you have learned and to plan the next leg of your journey.  The mystery surrounding the missing loremaster Belemir continues to grow…

 

You know that by late June of last year he had recovered a lost royal relic of some sort, for he sent an Elf-rider from Rivendell to Minas Tirith bearing news of it.  King Elessar sent the rider back to Rivendell with instructions for Belemir to travel to the Woodland Realm on an embassy to the Elf-king, whom King Elessar wished to consult regarding his planned campaign against the Orcs of the North; the king’s message told Belemir to attend the Council of the North in May of the next year and to present him with the rediscovered relic at that time.  In mid-July of last year, Belemir rode to the Woodland Realm along with the Dúnedain brothers Calanlas and Calanhir.  In late July they passed through Carrock, where they encountered Grimwine; they spent a few hours in the Beorning cantonment, and Grimwine noticed Belemir wearing a fancy ring with a black gemstone.

 

Sometime in early October Belemir hurriedly passed through Carrock a second time on his way back to the West, alone and carrying a strange new staff.  Belemir reached Rivendell in mid-October and stayed there only long enough to look up the Lost Scroll of Pallando in the archives.  Very few Elves saw or spoke with Belemir during his last visit to Rivendell; one Elf-rider mentioned seeing an Elf-staff in his possession, but no one mentioned seeing him wearing a fancy ring.  Belemir soon departed Rivendell, not leaving any messages or items behind.  Belemir was last seen riding northeast toward the High Pass, presumably crossing back to the east, though Grimwine did not see him pass through Carrock again…

 

Calanhir passed through Carrock on his own later in October, and he told Grimwine that Belemir departed the Woodland Realm quite suddenly some weeks earlier and that Calanlas remained behind in the Elf-king’s halls as ambassador for the West.  Calanhir reached Rivendell by the end of October, delivering the Thranduil’s message to an Elf-rider, who bore it to Minas Tirith.  Calanhir apparently presumed his mission was complete, and in subsequent months he joined the Rangers watching Deadman’s Dike.  Calanhir brought no message from Belemir and, according to the Elf-scout who last spoke with him, was not concerned about Belemir or even aware he was missing.

 

*   *   *

 

You rise on the morning of 26th of May, refreshed after a comfortable night in a nice warm cabin sleeping on soft feather beds.  Grimwine’s female relations greet you upon waking with a kettle of heated water, leaving you to wash and dress.  When you emerge from the cabin, Grimwine invites you back to the porch of his house, where he provides a light breakfast of toast, sweet honey, slices of fruit, and spicy sausages.  “So you are determined to continue your journey today?” he probes, apparently satisfied that you are not overstaying your welcome.  “I wish you success and safety,” he says.  “Have you any last questions before you go?”

 

On your way out of the Beorning settlement, you stop at the last cabin and knock on the door.  Barion is in the lead, preparing to speak on behalf of your team.  The rest of you stand back on the lawn, adjusting your packs, inventorying your gear, and preparing a neatly groomed Thorin, who has been returned to you by Grimwine’s young cousin, for the journey ahead.  The door opens and a tall matron with long, braided silver-gold hair answers.  She appraises Barion and the rest of you for a moment with her cool, gray eyes and says, “You are Grimwine’s guests.  Here to barter for supplies, yes?  I am Grimhild.  What is it you need, and what is it you have to offer.”

 

[Persuade (Fast Talk) skill test, superior success]  Barion introduces himself as a Prince of Dale, with a Fellowship of brave adventurers in the service of the King of the West.  With persuasive words and winsome charm, he soon softens Grimhild’s gruff exterior.  “We have no spare crafted goods to trade,” Barion explains, “but we have silver, copper, and even a precious stone.”  Grimhild smiles and agrees to accept a fair price in treasure for what you need, and she leads Barion to the barn where the trade goods of the Beornings are kept.  Your Fellowship has decided that you need to carry a full two weeks of trail rations for each member, plus at least two waterskins and a barrel of fresh water; Barion also hopes to pack away some fodder for Thorin.  Rard chimes in requesting mead and honey, too.

 

Grimhild has plentiful rations for sale—sacks of pleasant cram cakes, dried fruit, and jerked beef.  Everyone except Vornmir already carries two waterskins, so a second skin is purchased for Vornmir.  She rolls out a stout wooden barrel with leather straps, so that it can be fastened atop the horse in place of a rider.  She also fills up Rard’s empty ciderskin with the delicious Beorning mead, and provides him with a little jar of Beorning honey, the best in all Middle-earth.  To pay for your acquisitions most of you have offered to give Barion some of your small stash of coins, but Barion offers her one of his small gemstones instead.  Grimhild eyes it closely, agreeing it is a fair trade.  “We are not miners,” she tells him, “so even a little garnet like yours is rare in our land.”  Barion also inquires about fodder for Thorin.  Grimhild chuckles and says, “A horse needs may pounds of hay and oats to eat for a day, and I do not see where you could pack the load.  Your bags are full of food for yourselves.”  But she does hand Barion a sack of apples and says, “You can feed these to your steed, when your journey is at its bitterest and no forage can be found in the wild.”

 

You bid Grimhild farewell, thanking her for her aid and fair trading.  On your way out of the settlement, you stop at a stream and fill up the water barrel.  It is quite heavy strapped to Thorin’s back, more than 50 pounds, but it holds enough water for each of you to drink for a week.  With Frolin’s axe, you also have the opportunity to fell a small tree nearby, replacing the fuel logs you took with you from Rivendell but burned in the mountains.

 

It is nearly noon on the 26th of May when you finally leave the Beorning cantonment behind, traveling northeast across the Anduin Vales toward the edge of Mirkwood.  You are blessed with fair late-spring weather, light breezes and a warm golden sun.  The terrain is rolling grasslands, fair teeming with tiny springs feeding into the Great River.  Keeping your same unchanged pace since you set out from Rivendell, you traverse a little over 3 miles each hour across this ground.  Since you spent the whole morning in Grimwine’s village getting ready for your journey, the available daylight for travel on the 26th is greatly reduced.  Your travel for about 19 miles on this first day, stopping shortly after dusk.  Thorin finds ample pastures for grazing here in the open vales, enjoying wild grass, barley, and clover.  Rard, too, stays active all day, foraging in this fertile countryside for wild berries, fresh fruit, and easy game.  [Survival skill test]  Indeed, the Hobbit is able to easily find cool streams from which to drink water and refill your supply and plentiful berries and several hares to eat, so you do not have to drain your carried stocks of food or water on this first day.

 

You arise early on the 27th, determined to fit in a full eight hours of travel before sundown.  But the exertion is slightly greater, for Rard requires extended breaks at times to attempt to forage (and is once again successful, preserving your stocks) and you all wish to spend extra time finding a defensible campsite.  Alert to the possibility of Orc raids in this region, you make sure to have a watch all night.  Belegil is consciously alert for much of the night, but the few hours he needs to rest, meditate, and wander under the stars are covered by the rest of the Fellowship in turn.

 

The 28th is much as the day before, and indeed the terrain of the Anduin Vales does not change.  Rard again spends time foraging, and again provides you with plentiful water, fruit, and game.  Vornmir states that you are definitely on-course to arrive at the edge of Mirkwood within the day, and far-sighted Belegil soon thereafter reveals he can see tall trees in the distance.  You find another safe campsite and spend the night, passing it once again in safety.  You have encountered no other peoples so far, and no dangerous beasts of any sort.

 

The 29th is a cloudy day, and rain showers sprinkle down upon you for a little while every few hours.  Fortunately, the air is warm.  Vornmir, who was chilled in the mountains, is quite comfortable now, and those of you still wearing heavy clothes are now getting uncomfortable.  Early in the day your Fellowship reaches the tall trees of Mirkwood, dark and dense.  With Vornmir’s flawless sense for direction, you were able to keep upon the marks given you by Grimwine, and you have come upon the “Forest Gate” that leads onto the Elf-path through the woods.  “Forest Gate” is but a gap in the tree-line, and the Elf-path is only a well-worn dirt trail barely wide enough for a man and his horse abreast.  The trail twists and turns around knots, knolls, and copse-covered rises, and quite often the trail is overgrown and must be cleared, slowing your advance.  Rard, who is quite skilled a woodsman, continues his attempted foraging, but finds it considerably more difficult.  This region of Mirkwood is untouched by Elves and rarely visited, except by brave travelers like yourselves.  The trees are tall and densely packed, and the only fauna you encounter a swarms of buzzing flies and huge black-winged butterflies.  You are compelled to eat your rations and drink from your waterskins this day.  But toward nightfall you do find a small opening off the Elf-path in which you can camp for the night.  The air is damp and you are unable to make a satisfactory fire, but fortunately the evening chill is not excessive.  You keep a watch all night, again benefiting from Belegil’s service, but despite the forest’s fearsome appearance the only sounds that trouble you are the buzzing of insects and the screech of bats.

 

The 30th and 31st of May, as well as the 1st of June, pass much as the 29th.  Your rate of travel is considerably slower in Mirkwood than out in the Anduin Vales.  Only the humble Elf-path prevents the rough terrain from being extremely oppressive.  Whereas you could cover 25 miles in a day in the open vales, here in Mirkwood you cannot cover more than 17 miles in a day.  The air is hot, and everyone is forced to change into their lighter traveling clothes or else strip down some of the layers of their heavy clothes.  Despite the desolation of the woods, you constantly feel as if you are being watched, and it is most unsettling.  Every day Rard tries to forage for sustenance, but every day he is unable to find game, sufficient edible berries, or even potable water.  The Hobbit knows this says less about his skill and more about the inhospitability of the heart of Mirkwood.  So far you have each consumed 4 days of your stockpiled rations, and your waterskins are drained.  Fortunately, your barrel provides plentiful fresh water—2 days worth have been drained, but 5 days supply remains for each of you.  Unfortunately, Thorin is unable to graze sufficiently in Mirkwood, for the grass along the path is scarce, covered more with weeds.  Barion is forced to feed his horse increasingly from the apple bag gifted to him by Grimhild, and the supply is dwindling.

 

As you continue your monotonous hike through the heart of Mirkwood on the 2nd of June, Vornmir estimates that you have covered more than 60 miles since you passed through Forest Gate.  “Today we shall pass the half-way mark to the ‘enchanted’ river Grimwine warned us of,” he says, “and once we cross that river, we are less than 60 miles from Thranduil’s Halls.”  The glum news is that, at this rate, you are still about 8 days from the Woodland Realm – the going on the Elf-path is slower than on the Old Forest Road, which Belegil and Barion used on their way to the Council of the North.  You settle into a dull rhythm in these woods, no longer even noticing the heat, the dampness, or the insects.  You have not seen another living soul in seven full days, and the isolation makes this slow journey even more dispiriting.

 

Then, suddenly in the late morning, after you have been traveling for around 4 hours, the solitude of your march is shattered by a shriek!  It sounds like it came from beyond the Elf-path to the north, perhaps fifty feet away through a passable, less dense spot of forest growth.  The Elf-path continues on to the southeast, unimpeded and clear – you could easily run off and leave this area completely behind.  But then you here the shriek again!  It is light, high-pitched, but sharp…a feminine voice?  The shriek repeats again and again.  You look at each other…is that a word being shrieked?  Could it be “Help!” in Westron?

 

Because you have been traveling for several hours already, you feel the pull of fatigue… [Weariness tests]

Barion (TN 18): Failure (Weary)

Belegil (TN 13): Failure (Weary)

Finbor (TN 18): Complete Failure (Spent)

Frolin (TN 13): Failure (Weary)

Rard (TN 13): Failure (Weary)

Vornmir (TN 13): Superior Success (Winded)

 

Scene 5: The Many Eyes of Mirkwood

 

It is not quite the noon hour on the 2nd of June when your hike through the Heart of Mirkwood is interrupted by a mysterious, high-pitched shriek coming from a clearing in the thinned-out woods just north of this stretch of the Elf-path.  Vornmir’s first reaction is to rush toward the sound, but Finbor holds him back and instead devises a more tactical approach.  There is some discussion about what to do with Thorin the horse.  Frolin and Rard try to convince each other to guard the horse, and then eventually suggest tying Thorin to a tree.  Barion knows this is not necessary.  “If we tie Thorin,” he says, “he will be vulnerable to any dangers of the woods that lie in hiding from our eyes.  Thorin is a steady horse, and he will not panic easily.  If he runs off, it will be only when necessary and not very far.”

 

Rard carefully peers into the clearing, wondering what could be making the shriek.  Frolin and Vornmir also attempt to observe the scene ahead.  [Observe skill tests]  “It sounds to me like the voice of a woman, an Elf woman!  I hear her cry ‘Help!’ in the Common Speech,” Frolin states emphatically.  Rard is less certain but himself cannot say for sure, nor can he see much of the clearing from a distance.  Vornmir is far more certain: “That is no woman’s voice, or at least not the voice of any female that walks on two legs.”  He points to the ground and adds, “I see no tracks moving into this clearing – whatever is calling out to us either has been there for quite some time, or else does not leave tracks behind.  We must move cautiously.”  Frolin, beginning to doubt his own senses, warns that Mirkwood is known for its fierce giant spiders…

 

Your Fellowship slowly advances.  Finbor and Vornmir ready their shields and spears; Frolin grips his axe in both hands, holding it at the ready; Rard, Barion, and Belegil (who drops his staff on the Elf-path) slide their bows from off their shoulders and ready an arrow.  Finbor and Frolin move forward along the middle of the clearing.  Several yards to their left is Vornmir, and further to his left is Barion.  Several yards to the right of Frolin walks Belegil; Rard sweeps a full ten yards to the right of Frolin, finding himself actually moving through the dense forest growth.  About fifty feet north of the Elf-path, the thinned-out pass in the forest growth opens into an actual clearing, circular in shape and about thirty feet in diameter.  Several large, thick, old trees tower up to the sky in this clearing; alerted to the possible danger, you all look up carefully and notice the canopies bound together by a thick network of tangled webs!  The “Help!” shriek repeats again, from the big tree in the middle of the clearing.  There, dangling from one heavy branch about 15 feet up from the ground, are half a dozen sewn-up sacks of spider silk large enough to hold a full-grown man.  The shriek seems to be coming from the shadowy, dense boughs by the silk sacks.  In the other treetops filled with masses of webs, numerous shapes can be seen moving about!

 

Finbor and Frolin stand side-by-side at the southern edge of the clearing, with the wooded flanks fifteen feet to their right and left.  Barion and Vornmir are advancing up along the left flank, moving through the forest fringe.  Vornmir does his best to sneak quietly.  Rard advances much further to the right flank, thirty feet away from Frolin and well into the dense forest growth.  Rard, too, is trying to sneak, but the thick forest is a challenge even for a light-footed Hobbit.  Belegil holds a middle position at the clearing’s fringe, half-way between Frolin and Rard.  Finbor and Frolin halt at the edge, carefully waiting to see what is going on before they rush any further into the clearing.  Meanwhile, the individuals on the flanks move slightly forward to guard Finbor and Frolin from the side.

 

The treetops erupt into a loud hissing.  “No fairsssssss…” one speaker can be heard to garble.  “How dids they knowssss?” another shrieks.  “They seesss ussss, they seesss usss!” several others hiss.  “But we seesss themmmm…”  The voices are the shapes moving in the webs in the trees above – apparently they were waiting in ambush, to leap down upon unwary travelers who burst into the clearing heedlessly.  Their ambush thwarted, three shadowy shapes begin to descend rapidly from the trees in the center of the clearing – they are giant spiders, each as big as a Dwarf!  Other spidery shapes can be seen scurrying to the flanks of the clearing, for apparently they have spotted Barion, Vornmir, and at least Belegil (if not Rard, too).

 

The first group of three spiders dropping to the ground on ropes of silk are five yards in front of Finbor and Frolin.  The other spiders moving to the flanks are still in their webs along the wooded canopy, 30 or more feet up in the air.  But once they reach the flanks of the clearing, they presumably will be able to drop down to the forest floor within a few seconds just like their sisters did.

 

Scene 6: The Spiders of Mirkwood

 

Lured off the Elf-path in the Heart of Mirkwood by high-pitched shrieks of “Help!” in Westron coming from the large tree in the center of the clearing, your Fellowship has entered a nest of fearsome spiders!  Rard, Finbor, Frolin, and Belegil immediately summon up their courage to shake off some of the fatigue crippling their bodies.

 

The nimble Elf Belegil, though winded, is the first to react, his hand flicking to his quiver and notching an arrow in his bowstring.  He lifts his bow against the nearest spider scurrying toward him along the web bridges in the canopy above and lets fly the shaft.  Shooting up into the air is a slightly awkward position, and his arrow arcs too low and sinks into the nearby tree [failure].

 

At nearly the same moment Rard, also winded, hears the commotion from his more distant location and immediately breaks into a jog, bursting through the thickets to arrive at Belegil’s side as the Elf’s arrow lands short.  An arrow already in his bow, the sharped-eyed Hobbit immediately looses at shaft at same spider crawling their way.  His aim is true, but the webs across which the spiders are scurrying proves too thick and the arrow fails to penetrate the silky strands [complete success, blocked by cover].

 

The other members of your Fellowship are still taking stock of the situation, their eyes darting about the track the spider’s movements.  “For Lamedon!” Finbor shouts his baritone warrior-cry.  However, before he, Frolin, Vornmir, or Barion can level their weapons the spiders celeritously advance!  The spiders along the flanks of the clearing scurrying along the web bridge and, at their furthest extent, plunge to the ground below on cables of silk.  A pair of spiders now stands within 3 yards of Barion and Vornmir, and another pair stands within 3 yards of Belegil and Rard.  The three spiders in the center of the clearing leap upon Frolin and Finbor before the Dwarf and Man of Gondor are ready to attack.  Two spiders snap at the winded Frolin with their dripping fangs, hissing: “Dwarfsessss, we rememberedssss themssss!”  One bite falls short of the Dwarf’s body; Frolin swings his axe to drive back the second biting spider [marginal success], but his arc is too high at the fangs slip beneath the blade and sink into his right thigh [failure, 1 damage].  The bite is a mere scratch to the Dwarf, but it does its work – a stream of venom squirts into Frolin’s veins.  Immediately, the Dwarf feels his strength and vitality begin to ebb [Stamina test TN 12, failure, 4 STR & VIT damage]!  The third vile spider bites at the tired Finbor [complete success], but the warrior manages to deflect the horrid fangs with his stout shield [complete success].

 

Frolin, though stung, wastes no time in chopping at the offending beast with his axe, but the spider’s natural reflexes prove too nimble and the blow misses.

 

Vornmir, at nearly the same moment, steps in front of Barion, leveling his spear at the two spiders and holding them at bay 2 yards away.  Waving his spear-point at them tauntingly, he mocks them with a little song: "Come beasts of darkness to the fight!  Taste my spear and its raptured bite!"

 

Barion, weary with fatigue, is last to react.  Now guarded by Vornmir, and with an arrow already nocked, the Prince of Dale takes careful aim at the spider on the left, trying to compensate for his weariness.  A moment later he looses his bowstring and sinks the arrow into the spider’s grotesque body [complete success].  The beast screeches in pain, injured by the deeply penetrating arrow.

 

Finbor, not swift enough to hold the spiders at bay with his spear before they could advance, thrusts his spear at the spider that stung Frolin.  The spearhead pierces into the creature’s belly, deeply injuring it.  The Dúnadan warrior pulls his hand away, leaving his spear jabbed in the writhing, hissing spider.

 

*   *   *

 

The monstrous spiders hiss madly, perhaps confused by the course of fighting in these first few crucial moments.  Five of them are unscathed, but two of them are quite injured, and yet them managed to bite and poison only one of you.  The uninjured spiders prove swifter than all of you, rearing up to bite yet again.  Vornmir, however, his spear holding the enemy at bay, preempts the fanged assault.  The spear strikes squarely at the spider [superior success], and the creature feebly attempts to dodge the sharp point but fails [complete failure].  Vornmir’s spearhead rips into its soft belly, spilling dark blood and solidly wounding the spider, but the blow also stops the spider’s advance and keeps it at bay.

 

The two spiders on the right flank scurrying toward Belegil and Rard, rearing up to bite at them before the archers can draw another arrow.  One horrid beast jabs at little Rard with its fangs [complete success].  The swift Hobbit attempts to dodge the bite but feels the sting scrape his side [failure, 3 damage]; Rard feels his blood course with venom, sapping his strength [Stamina test TN 12, failure, 1 STR & VIT damage].  The adjacent spider snaps its envenomed fangs at Belegil [complete success].  The Elf attempts to dodge, but he is unpracticed in such maneuvers and has little hope of success [failure]; the spider’s fangs scrape his body, but the mysterious blessings that ward him stop the fangs from puncturing his flesh [0 damage].  The two unharmed spiders facing Frolin and Finbor strike at the same time.  One spider cautiously snaps at Finbor but fails to make contact.  The second spider jabs its fangs at Frolin [marginal success], who swings wildly to drive the creature back but cannot save himself from another sting [failure, 1 damage]; more poison seeps into the Dwarf’s body [Stamina test TN 12, failure, 5 STR & VIT damage].  Convulsing with sickness, the burly Dwarf freezes up and falls to the earth paralyzed.

 

Rard, having received much less venom from his sting than poor Frolin, manages to stay on his feet.  He leaps a few yards to his right, back into the thicket of trees on the edge of the clearing, and takes cover behind a stout oak.  There, he hopes to find a spare moment to shoulder his bow and draw his little dagger.

 

Vornmir now turns his spear on the spider blooded by Barion’s arrow.  The spear-point barely makes contact [marginal success], but the injured spider is unable to dance away from the blow [failure]; after this second laceration, the spider is deeply wounded and shrieking in pain: “It hurtssss ussss!”

 

The spider stabbed by Vornmir, black blood flowing liberally from its bulbous bulk, manages to turn about and skitter off to the north, disappearing into the dense copse at the edge of the clearing.  The spider stabbed previously by Finbor shakes its bloated abdomen, knocking Finbor’s spear free of its body, as it scurries back north 6 yards to stand at the base of the large tree in the center of the clearing, from which dangles the large silken sacks.  The bleeding spider makes a great show of jumping and hissing, “We eatssss men tonightsssss!”  But, the valorous Finbor scoffs at the feeble attempt to intimidate him with fear [complete failure], and his heart can no longer be shaken by this brood of craven arachnids.

 

Belegil’s sharp eyes quickly assess the situation faced by his companions.  Noting that Frolin has been paralyzed by venom and that Rard, too, has been stung, he makes a firm decision.  Lowering his right arm, which holds his arrowless bow, he raises his left arm and chants strange words in an arcane Elven-tongue, words of magic and power [marginal success].  Suddenly, a bright bolt of lightning sparks from his left hand and blasts the spider in front of him; it shrieks as its flesh is seared, visibly wounded.

 

Barion, ably defended by Vornmir, is left free to draw another arrow.  Seeing Frolin collapse in paralysis, leaving Finbor to stand alone against two unscathed spiders, Barion quickly takes the shot at the beast in front of the Gondorian warrior.  Despite his fatigue, Barion’s aim is true [marginal success].  Perceiving the attack too late, the spider is unable to leap aside [failure]; the shaft sinks into one of the creature’s many legs, leaving the beast pained and dazed.

 

Frolin, meanwhile, lies on the ground, paralyzed with venom and unable to act.  The Dwarf is barely cognizant of what is happening around him, unable to look around or see clearly, but he can manage to speak a few words…

 

Finbor, who effortlessly avoided the spider’s bite a moment earlier, is free to draw his longsword from the sheath at his side.  He takes a quick step in front of Frolin’s fallen form, standing over the Dwarf, and slashes at the spider that brought him down [complete success].  The spider tries to dodge away from the sharp edge but cannot avoid the sword’s bite [failure], and the shrieking arachnid is deeply injured.

 

*   *   *

 

In less than half a minute, your Fellowship has blunted the vicious spider assault!  Of the two spiders advancing along the left-side of the clearing against Barion and Vornmir, one has fled into the deep woods to the north and the other looks to be quite wounded, still 2 yards out of reach of Vornmir.  Of the two spiders advancing along the right-side of the clearing against Belegil and Rard, one has been wounded by the Elf’s lightning-spell and still stands within striking distance of the magician, while the other is unscathed and stands a couple yards to the east.  Of the three spiders that advanced down the center of the clearing against Finbor and Frolin, one has been deeply injured and compelled to fall back 6 yards to the base of the tree in the middle of the clearing; the spider that downed Frolin is deeply injured and in close combat with Finbor; the third spider, dazed from Barion’s arrow, is just a couple yards west of Finbor and the fallen Frolin.

 

Barion, with Vornmir standing in front of him, is a full 6 yards west of Finbor and Frolin, while Belegil is 5 yards east of them.  Rard is about 4 yards southeast of Belegil, taking covering behind a tree.  Frolin has suffered 2 points of damage, has 0 STR and VITm and is paralyzed due to the poison; Rard has suffered 3 points of damage and has 5 STR and 7 VIT due to the poison, which is slowly spreading throughout his body.  The other members of your Fellowship are uninjured.

 

Your Fellowship continues to battle the foul spiders of Mirkwood, their numbers weakened but not destroyed.  Prince Barion, startled by Frolin's sudden fate, calls upon his courage to resist his exhaustion, though he is still winded.  The wise loremaster Frolin, stung twice and pumped full of venom, has fallen to the earth.  Vornmir calls out to Finbor, "Do you require aid, Son of Angbor?  Is our Dwarf alive?"

 

"I cannot say for certain, but I think he breathes still," Finbor shouts back.  He then returns his focus onto the spiders: "Hahahaha, Come on and die, you foul beasts! I am Finbor! Meet your Fate!! Haha!"

 

The trees above you shake with fury as your weapons wound and drive away several of the attack spiders.  Many smaller spiders, presumably too young and weak to risk battle, scurry across the canopy, scattering into the deep woods to escape you.  Dark shadows flit this way and that high above you, creating chaos in the canopy.  The unharmed spider on the right flank, its Halfling quarry ensconced behind the cover of trees in the edge of the deep woods, turns its attention instead on Belegil.  Turning its back on Rard, the spider leaps at the Elf and lashes out with its fangs.  Though fortune spared the Elf last time, this time the fangs sink into his arm and inject him with a dose of venom [3 damage, 2 STR & VIT damage].

 

The slightly hurt spider in the center scurries a few yards to close with Finbor, attacking the warrior's left flank.  The warrior parries the snapping fangs aside with his sword and shield.

 

Vornmir, concerned about his comrades, tries hastily too finish off the spider before him.  Perhaps too hastily, for his first spear thrust sails harmlessly over the creature.  He recovers with a firm down-thrust into the spider's back, which the wounded beast simply cannot dodge: blood splattering everywhere, the shrieking creature is hobbled and near death.  It weakly begins dragging its corpse off into the woods, sure to perish.

 

The spider in front of Finbor lunges at the warrior with its fangs.  Finbor is raising his own sword to strike, not wishing to be pushed totally onto the defensive, and indeed the injured beast is unable to hit him.  The spider which Finbor drove back several moments ago regains its wits and skitters forward to join its sister, snapping at Finbor.  Like its sister, it also is too injured to land its jaws on the nimble warrior--indeed, its aim is so disastrous that it spills into the ground on its belly, legs flailing in the air.

 

Rard, realizing that his pursuer has ignored him to concentrate instead on Belegil, pulls his hand away from reaching for his dagger and instead grabs another arrow from his quiver.  He fits it into his bowstring, stepping out slightly from his tree cover to take a shot at the spider that has just stung Belegil.  Though the dense growth obscures the shot, it is balanced out by targeting the spider's exposed rear flank.  The arrow sinks into its bulbous thorax, visibly injuring the creature [superior success].

 

Belegil, feeling the venom beginning to sap his strength, which his lithe figure does not possess in any abundance naturally, calls upon his already taxed mystical power.  Still holding the bow in his right hand, Belegil throws both of his arms wide and up towards the sky, radiating his might to try to intimidate the spiders.  The spiders shriek in absolute terror, as if Belegil were Manwe the Elder-King himself returned to these shores!  Panicked, the spiders twist away in horror and look now only to escape.  [Extraordinary success--Belegil's fully modified test result was 30, the spiders' results were only 6]  Then, He calls out loudly in Sindarin, "Spirits of Light, listen to the great word; burst forth your brilliance! Spirits of Light, listen to the great word; blind these foul creatures!"  Belegil's courage is not even necessary, despite his fatigue and despite being drained by summoning the bolt of lightning.  The nearest spider to him, in addition to its fearful panic, is also blinded by the burst of light, spinning about chaotically in its terror.

 

Finbor, surrounded by three hurt, enraged spiders nearly his own size, recovers from parrying back on spider to bring his sword down upon another.  Spotting the victim flailing on its back, the shrewd warrior thrusts at its exposed belly.  It should be a coup-de-grace, but bad luck [dice roll = doubles ones, plus another 1, plus -2] prevents the blade from simply slicing the beast in two.  Yet even this marginal contact is enough to slit the spider wide open--near death, it shrieks and is sure to perish.

 

Barion, grasping another arrow from his quiver and fixing it in his bow, finds that Vornmir has already dispatched the last spider on the ground near him.  He stands guard, holding a shot to cover whichever of his friends may need his aid.  He looks about observantly, trying to spot any more treacherous spiders, but the action in this shadowy clearing is too confusing for him to perceive clearly.

 

The battle rages on, though events seem to have quickly turned in your favor.  The two spiders facing Belegil flee in terror, one of them blinded and stumbling off into the woods aimlessly, battering itself to death against the trees and rocks.  Only two spiders stand their ground against Finbor, both of them hurt.  Vornmir has succeeded in dispatching the spiders threatening Barion, though now the warrior stands their leadenly trying to take stock of matters.

 

Suddenly, the web bridge in the canopy above Barion and Vornmir shakes violently!  Another spider is up there, but instead of fleeing away with the little ones it has been sneaking toward your Fellowship--its stealth so great that even the watching Barion could not spot it.  With tremendous force it leaps from the tree limb above and falls upon Barion!  This spider is the biggest one yet, even larger in size that Vornmir and Finbor.  Fortunately, Barion stands on-guard, an arrow in his bow.  As the spider is falling toward him, he shoots his readied arrow at its underbelly.  The arrow cracks against the large spider's hairy shell, and the hissing beast is dazed from the pain [extraordinary success!].  Barion then attempts to dodge aside, but he is not swift enough to prevent the heavy spider from jumping on him, taking advantage of the momentum of its high leap.  Barion falls to the ground, the massive spider's body and legs grappling him!

 

The spiders facing Finbor titter with malevolent glee, having noticed Barion's plight in the left fringe of the clearing.  "Mother trickssss themssss, yessss!  Tricksies workssssss!" they hiss.  The dazed spider quickly snaps at Finbor with its fangs, but the warrior easily parries back the venomous jaws with his sword and shield.  Finbor thus distracted, the injured spider steps around his flank and tries to sting him with a flurry of bites.  Though the warrior's parry has already been drawn away, the injured spider is too enfeebled to connect solidly with Finbor's body.

 

At the same moment, Rard draws another arrow from his quiver and takes aim the one of the spiders menacing Finbor.  At short range, he takes the shot at the spider's exposed rear through the dense tree growth--the arrow sinks deep into the shrieking spider's side, rendering it virtually incapacitated [superior success]!

 

Belegil, meanwhile, steps back a couple yards to get a clear line of sight against the more dangerous spider battling Finbor.  Holding his hand again high in the air, the Belegil calls out in archaic speech the incantation to summon lightning in the air.  His body is wracked with fatigue, the strain of casting three spells in so close proximity overwhelming.  It takes all of the Elf's remaining courage [2 points, Belegil now has 0 left] to complete the incantation.  A bolt of electricity shoots out from his hand and strikes the spider it its gruesome head--the spider howls in furious, helpless pain, virtually incapacitated by the lightning-strike.  Belegil's head spins from the strain of using so much magic in less than a minute's time, a feat almost unheard of in this age or the last.  He knows that he has not the slightest chance of completing another spell without a few minutes rest.

 

Vornmir, regaining his wits after being taken completely unawares by the big spider stalking Barion from above, spins about and rushes at the creature trying to pin his comrade to the ground.  He stabs his spear awkwardly at the great spider, taking care so that the blade does not accidentally harm Barion.  Vornmir is barely able to land the awkward blow, slitting open the spider's slide and seriously injuring the beast.  The lead spider's head cranes to the left to stare at its attacker with all eight eyes, its fanged jaws dripping with malice.

 

The lead spider hisses in a voice that sounds familiar--it is the voice you hear crying "Help!"  Yes, it was a trap...this spider has learned to mimic the voice of an Elf-woman!  Now it hisses different Westron words: "I gotsss your friend... I will stingssss him with deadly bite if you do not leavessss now!  He isssss mine!"

 

After half-a-minute of battle, your Fellowship has slain, crippled, or driven away most of the spiders of this foul nest.  Only two junior spiders remain on the field of battle, both of them in close quarters with Finbor and both of them all but incapacitated from wounds.  But the lead spider has dropped upon Barion and knocked him to the ground, grabbing him with its eight evil legs.  Barion is not (yet) hurt, but his range of movement is badly hindered by the spider--trying to struggle free is about all he can do.  Frolin still lies upon the earth, paralyzed with venom; Rard and now Belegil have also been stung, the strength waning as the venom works through their bodies.

 

The ambush in the spider clearing has been brutal and swift, but in only half a minute's time your Fellowship has slain, crippled, or chased away almost all of the spiders.  The brood of little hatchlings that remained in the canopy web has scattered, fleeing madly into the deep woods far to the north.  Only the "spider queen" remains a grave danger to your company, for she has leapt from the web bridge above onto Prince Barion, knocking him to the ground and grabbing him with her many legs.

 

Belegil, who has asserted the power of his nature to its fullest extent, sinks down to his knees, drained from the exertions of magic and weakened by the coursing poison.  He looks over at the immobilized Frolin and closes his eyes, knowing he will share that fate in only a couple minutes...

 

>"You debased, vile creature!"  Vornmir hisses at the spider queen.  "Too

>cowardly to fight with your very children and now too desperate to battle

>me."  The warrior shuffles his feet and delays attacking the spider while

>she has such an advantage over Barion.  "We will not leave without the one

>you hold, but if you can take me, the others will leave your nest and you

>alive," he offers.

 

Vornmir trains his spear carefully on the spider, the point just a couple feet from her.  She hisses malevolently at his proffered challenge and shrieks in return, "You triessss to dealsss with ussss?  Foolish mensss, we hatessss your kindssssss!"

 

Finbor, meanwhile, rushes to finish off the lesser spiders.  Incapacitated by wounds, their reactions are too slow to resist him.  Finbor cannot sweep them, for they are not adjacent (they are on his opposite flanks), but he can easily thrust into one and, wheeling about on the recovery, chop into the other.  The first blow is barely on-target, but the point sinks in deep enough to pierce through the spider's entrails and slay it outright; the riposte comes down hard on the head of the other spider, cleaving it in twain.  Having slain both enemies, the Gondorian warrior looks over toward the spider queen and Barion, ready to aid him however he may.

 

With the spider distracted by Vornmir and Finbor, and obviously weakened by her own substantial wounds, Barion suddenly tries to flip her over, hoping surprise and his own courage will be sufficient.  Taken unawares by Barion's resistance, the spider queen's grip is broken--and, summoning his courage [1 point spent], Barion is able to flip her great bulk off of his body and land her on her backside!  Barion then jumps on onto his own two feet.

 

Vornmir does not tarry but instantly drives his spear into the spider's bulbous abdomen, a full power-attack which he hopes will dispatch her quickly before her venomous jaws can strike again.

 

Vornmir instead just jabs her twice, until the day comes that the Valar restore Reason unto Ea so that power attacks made sense.  With the spider prone and on her back, she is an easy target: his spear sinks deep into her body, spray her innards out the other side.  When Vornmir recovers his defensive stance, he perceives that the spider queen lives no longer.  Her evil has been purged from this earth.  Rard, nocking an arrow in his bow and preparing to shoot if Vornmir's attack were to fail, breathes a sigh of relief.  He looks about for other spiders, but he finds the clearly completed deserted.  The Hobbit stumbles out of the dense growth, rejoining his comrades in the center of the clearing.

 

You have won a great victory, but at cost.  Frolin is grazed by two fang pricks (2 damage) and is in a coma from the spider venom.  Belegil, too, is bruised (3 damage) by a spider bite; only a minute after the battle is won Belegil falls into a coma from the poison.  Rard is also bruised from a bite (3 damage); though he seems to have received much less venom, he is quickly fading with each passing minute.  Rard offers words of praise for the Elf's awesome power, but he sadly is unsure if Belegil could even hear him...and he knows that he, too, will soon fall into such a deep slumber.  The rest of your Fellowship is unscathed, even Barion who quite nearly came to harm but saved himself by his own wits and courage.

 

There is general assent among those of you still conscious that your company would do well to leave this clearing before any spiders could return.  Perhaps there were more fully grown spiders which you did not yet fight?  Perhaps some of the injured spiders that fled might hobble back to attack again?  There is talk about constructing a stretcher of some sort to bear the wounded, but the unfortunate realization comes to you that the one best suited to crafting it, Frolin, is unable to work.  Furthermore, you now have another body to care for, Belegil, and Rard is in no condition to do any work.  The other companions pull Frolin's blanket from his backpack, using it as a makeshift stretch to carry first the Dwarf and then the Elf from the wooded clearing back to the Elf-path.  There you find "Thorin" waiting for you safe and sound, though the horse sadly nuzzles Belegil's unconscious form when he is laid upon the ground, Frolin next to him.  Rard is able to walk away under his own power, but shortly after reaching the Elf-path once again he collapses, lying down next to the Elf and Dwarf and passing into a coma.  Barion, Finbor, and Vornmir quickly see to their companions, but the three remaining members of the Fellowship are not able healers.

 

"I know nothing about the art of healing," Barion admits.  "Do our friends yet live?"

 

Finbor says, "I have been trained somewhat in the healing arts, but my skill surely pales in comparion to Frolin and Belegil.  Alas, they cannot help themselves now."

 

"I know something of bandaging wounds," Vornmir says, "but treating poison or other grave injuries is beyond my ken.  Yet I will assist you as I may, Finbor."

 

Finbor and Vornmir examines the three bodies, concluding that the companions are not dead or dying--the poison paralyzes the victims, so that the spiders could haul them away and sew them up alive in silk sacks.  Neither man has experience dealing with venoms and cannot say how long the comas will last, only that Frolin is likely to remain unconscious longer because he received so much more poison than the others.  Finbor, Vornmir, and Barion also come to realize that your Fellowship is poorly equipped to deal with injuries: no one possesses any healing herbs, or for that matter even bandages, and certainly no one has a healing kit.  Fortunately, the minor scrapes suffered by the Dwarf, Elf, and Hobbit are simple for the two men to treat by working together--they wash the bites with water, damped a corner of Frolin's blanket, and use it as a compress to soften the swelling.  [All the damage is healed, but they are still conscious from the poison.]

 

It is now shortly before noon on the 2nd day of June, and your Fellowship is half-way between Forest Gate and the Enchanted River along the Elf-path in the Heart of Mirkwood.  With three companions in a coma, proceeding any further away from the clearing will be extremely difficult.  Thorin is fairly well burdened already, and even a small passenger would likely encumber him.

 

The clearing itself also remains unchecked.  There was some talk previously of having Belegil climb up the large middle tree and cut free the silk sacks hanging from the branches, but now the Elf is unconscious and cannot help.  Vornmir seems interested in at least quickly searching the clearing, but will he do it alone?  Will he do anything to aid his limited potential to complete a successful search, giving his lack of training?

 

Scene 7: From the Heart of Mirkwood to the Woodland Realm

 

After the battle against the spiders is won, Finbor, Vornmir, and Barion sadly tend to their poisoned friends, paralyzed in deep comas.  Their mild wounds are fully treated, but the venom cannot be flushed from their bodies so easily.  You must wait and hope.  It is agreed that the Fellowship should push on, leaving this dark place behind.  But, first Vornmir is insistent on searching the spider nest, and Barion joins him.  Finbor remains behind to guard his unconscious friends and the horse Thorin, which sits down next to him and allows Finbor to stroke his main in comfort.  The warrior keeps a careful vigil, sure not to allow his companions to be ambushed again.  As he watches, he cleans off his sword and sharpens it with his whetstone.

 

Vornmir and Barion return into the clearing, on-guard.  Barion keeps an arrow readied, eyes scanning the canopy for the return of any spiders.  Vornmir cautiously approaches the main tree in the center, laying down his shield so that he may climb, though he keeps his spear in-hand.  [Climb test] His first attempt is problematic, and the burly soldier loses his grip on the lower branch and harmlessly drops back to the ground.  His next attempt, though, is perfectly executed, and in just a few moments he has scurried up to the canopy, clogged as it is with a network of thick, sticky webs.  Vornmir makes his way over to the heavy branch supporting the spider sacks and uses his spear to separate each, one at a time, from the branch and lower them to the waiting Barion below.  When all six sacks have been cut free, Vornmir climbs back to the ground.

 

Convinced that the spiders have not returned, Vornmir and Barion conduct a quick search of the silky pouches.  [Search tests] The sacks are actually quite large, especially when cut open and laid out, and searching through the dense webbing is difficult.  As Vornmir suspected, the sacks no longer contain any living victims to rescue--though you do find the remains of humanoid victims, long since drained of their physical essence and reduced to nothing more than bone.  Barion hacks his way through several sacks, tearing free the contents as best he can [complete success].  He finds a great many bone fragments, the disjointed remnants of many victims from times long past.  Scattered amongst the bones is the occasional coin carried by the victim to his doom, and ever since encased.  Barion retrieves in this manner 6 small silver pennies, and 10 copper pennies...Dale coins from the time of the first King Bard, when Lake-men often explored the depths of wild Mirkwood.  Vornmir slits open a sack, peels away enough layers of silk, and actually finds an entire skeleton.  It is impossible for the golden-haired soldier to know what race this unfortunate soul belonged to, but he suspects he was once a Man or Elf.  From the bones he pulls a bronze conical helm and a corselet of scale-mail, preserved from rust these many years by the spider silk.  Alas, the helmet and coat are both damaged and in need of repair, but otherwise they are of masterful craftsmanship and could see service again if refurbished by a skilled smith.  Vornmir also locates a small leather sack holding the victim's cache: 4 large silver pieces--pure, unminted specie!

 

Barion and Vornmir carry away the recovered hoard, but first Vornmir pauses to light a small fire.  Setting one of his torches ablaze, he steps over to the trees in the center of the clearing and spreads the flame into their leaves and branches.  Then, he hurls his torch high up into the web-tangled canopy.  Soon, the network of webs are crackling and burning up.  As the lair burns, he looks up into the trees about the clearing and shouts out, "You mother lies dead at my spear.  Cross us again and you will join her."  His brave words, however, are greeted only with silence.  Once heavy smoke engulfs the clearing, Barion and Vornmir rush back to the Elf-path.

 

Finbor awaits them, having cleaned his weapon and searched the path, convinced that no further danger awaits the Fellowship at this point.  Eager to leave the clearing behind, the three mobile members of the Fellowship discuss how to transport the unconscious ones.  Finbor, anguished because he feels his strategy failed Frolin, desires alone to carry the Dwarf upon a stretcher...but, of course, no stretcher exists.  Only Frolin could possible built such a craft, and he is unconscious.  Instead, Vormir suggests that Barion and Finbor together carry Frolin on the Dwarf's blanket, while Vornmir carries little Rariadoc slung over his shoulder.  Belegil is sat atop Thorin's pack saddle, hands looped through the slack reins; it is a noble load which Thorin readily and gently accepts.

 

Encumbered with carried comrades, Finbor, Barion, and Vornmir are slowed to barely a mile in an hour.  The Fellowship makes its way slowly along the Elf-path to the southeast.  Much of the path is narrow and occasionally overgrown, with dense forest off the path to both sides.  Finally, after traveling for a couple of hours, the party locates a small clearing south off the path.  Leading Thorin and the paralyzed heroes off the Elf-path, the fellowships lays down to rest on the exposed green grass.  The afternoon sun in now in the sky above, peaking through the canopy, but you decide you should not travel any further on the 2nd of June.  Vornmir and Barion go off to south the surrounding area while Finbor sets up camp.  Bedrolls and blankets are laid out so that Frolin, Belegil, and Rard can be made as comfortable as possible.  A fire is started and Finbor begins to heat up the rest of the day's rations as best he can.  Vornmir and Barion return shortly, reporting that the area is barren and devoid of life.  Thorin, however, is able to graze lightly on the clearing grass--the first such treat he has had in many days.

 

Finally, right around dusk, the first poisoned comrade regains consciousness.  Rard opens his eyes and looks around, alert but still terribly weak.  Finbor plies the little Hobbit with food and water, helping his regain his strength.  A few hours later, right before moonrise, Belegil comes back around, silently rising to bask in the lunar light.  He takes some rations and water, too, for he is greatly weakened.  Fortunately, a full night's rest is all that is needed for them to completely recover their strength and vitality.  By the time your company rises shortly after dawn on the 3rd of June, both Belegil and Rard are fully recovered from their ordeal and no worse for the wear.

 

Unfortunately, Frolin still has not regained consciousness.  He received a tremendous amount of venom, and the Fellowship becomes greatly concerned for his safety.  The rest of you prepare breakfast, put out the fire, and strike camp...and Frolin still is not awake.  Finbor pushes the Fellowship to get underway again, carrying the Dwarf along upon his blanket.  The going is slow, for you cannot move faster than the reduced speed of those carrying Frolin.  The sun rises in the sky as morning gives way to mid-day.  Finally, about an hour after noon, the Dwarf weakly opens his eyes.  He is pale, and his breathing is labored, but he is awake and slowly recovering strength.  You are forced to pause for a while, giving Frolin a chance to eat the leftover rations and guzzle some water and to regain some of his vitality.  Though still very weak, Frolin is able to walk.  With each passing hour he recovers more of his strength, and by moonrise he is fully recovered.  Despite this good news, the 3rd of June was not a profitable day for you: Vornmir estimates you covered not much more than ten miles that day.  You are still quite far from the Woodland Realm, but Thorin's packs are down to only 8 days of rations per person and the water barrel is half empty.

 

Your Fellowship travels onward much as it did before the encounter with the fearsome spiders.  These are warm June days, indeed too warm in the stifling confines of the Heart of Mirkwood.  The days would also be bright and cheery, were it down for the dark, dense forest growth warding out the sky.  The insects again are numerous and irritating, and even the lovely large black-winged butterflies are becoming a nuisance.  You travel thusly on the 4th, 5th, 6th, and 7th of June.  It seems so long since you left Rivendell on the 18th of May!  By the time to reach the "Enchanted" forest stream on the afternoon of the 7th, you have been traveling for 21 days and are weary from the hardships.  Water is now scarce.  The barrel is empty, and the only water you now have is what little is left in your hide flasks.  The water of the forest stream looks crisp and refreshing, and you all feel an overwhelming desire to leap in and drink your fill.  [Willpower tests] Armed with Grimwine's dire warnings about the stream, though, the entire Fellowships manages to shake off the spell and avoid touching the water.  A small raft is tied to the bank, and your Fellowship, Thorin included, climbs aboard.  Only Rard has experience with sea-craft, and he takes up the attached pole and guides the barge across the stream to the opposite bank.  Your company debouches onto the east bank and continues the journey, marching northward along the stream's shoreline.  The "Elf-path" is gone at this point, but the river shore is itself a kind of path through the dense growth.  By the time you stop to camp for the night, Belegil and Barion confidently state that you are on the periphery of the Woodland Realm.

 

You continue your journey on the 8th of June, following the river to the northeast another seventeen miles before nightfall.  All throughout the day you keep your eyes open of Wood-elf scouts, even calling out for them from time to time, but no Elves are seen or respond.  Some of you grow concerned, but Belegil and Barion explain that the Elves do not view their "lands" like Men do, as fixed borders that must be mapped and guarded.  Rather, the Woodland Realm is a wide area, only as big or small as the Elves have use for it.  Sometimes the Elves range far afield, but often they stick to the woods much closer to the Forest River and the Hills of Mirkwood.  But, all of you hope to reach friendly succor soon.  After the 8th of June, Thorin's packs contain only 3 days rations for each of you and the water supply is entirely gone.  The barrel is empty and your skins drained of every drop.

 

Your Fellowships stumbles onward on the 9th of June, weary with fatigue and nearly mad with thirst.  The summer's day is hot and humid, your parched throats only taunted by the moisture in the air.  Thorin is particularly bad off, for his time in Mirkwood has also left him badly malnourished.  Foaming at the mouth, the weakened horse follows along out of sheer loyalty.  It is only mid-morning, and already you are suffering!  If potable water is not found soon, you will surely perish.  Suddenly, the sharp-eared Vornmir whispers to you, "We are not alone.  I hear faint footfalls in the woods beyond."

 

You all look about carefully, trying to find what stalks you.  It is Rard who raises his arm to point into the woods to your east, at a group of shadows in the treeline.  "Look, Elves!" he pipes up.

 

The sound of light laughter emerges from the trees, and moments later a party of perhaps a dozen Silvan Elves approaches your position from all around the riverbank.  The ones who were spotted clap blithely, as if this is nothing more than a lark or a game.  "The little one has sharp eyes," a beautiful Elf-maid says cheerfully in a dulcimer voice, "he would play well our games!"  She adds, "I am Mithalqua, speaker for this party.  You have come to the Woodland Realm from far away.  We spotted your company when it made camp last night, but we wished to observe you by the light of day before we approached, to be assured you are not hostile."  Though his beautiful lady with raven hair is unarmed, many of her companions are males with long-knives and longbows.

 

"Come forth and say your names to us, so that we may judge if you are worth to stay in the Woodland Realm," she states boldly.  "What is your business in these woods, and what would you have from us?"

 

Scene 8: In the Halls of the Elven-king

 

Mithalqua, the beautiful raven-haired Silvan maid listens to your polite introductions.  Though you are dirty from the dust of travel and grime of battle, and parched with thirst as well, your Fellowship minds its manners when greeting the Elves.  Mithalqua’s dark beautiful, cool and radiant like the moonlight, cheers all who look upon her and melts away your burdens and cares.  She smiles lightly as she listens to you, replying to each speaker with soft words in her gentle voice.

 

Finbor, removing his helm, replies: "Good day, fair lady. My name is Finbor, son of Angbor, and I hail from the fair lands of Gondor.

Please, oh Grey Swan, allow me to introduce my companions…”

 

Mithalqua’s smile turns sly as he takes in Finbor, immediately recognizing him for a Dúnadan.  “You know something of our ancient tongue,” she says.  “A proper translation of my name, if literal.  I have always preferred the more poetical ‘silver’ or ‘twilight’ to grey.  But friends from Gondor are welcome here, especially in such notable company.”

 

From Barion: “As my friend has already made the introductions allow me to say that though we have travelled far from storied Imladris beyond the Misty Mountains, you are by far the most wondrous sight that our eyes have yet beheld…”

 

The Elf-maid’s eyes light up and she returns with a small nod of her head, “Your name is well known to us, Prince Barion.  We welcome you to your second home, Elf-friend.  Your words are as noble as your reputation.”

 

Vornmir bows slightly and says, "Much seems enchanted in this wood.  The river makes sounds to lure the thirsty, but its sight grips even greater.  The footfalls I heard of your approach have also proven to be the less alluring of the two senses."

 

Mithalqua rests her melting gaze long on Vornmir, smiling warmly at his terse compliment.  “The Men of your Race are not reputed for such honeyed words,” she says, “but I find them most welcome.  Indeed, I wonder about your race.  Your visage recalls the men of the North who did walk the Vales of the Upper Anduin when my years upon this earth were few.  Yet, your name is not in the language of that race, it is in our Sindarin tongue: Vornmir, the Mysterious Treasure.  I perceive there is a tale behind your identity, but now is not the time or place to reveal it.  Verily, a special fate guides you.”

 

Frolin introduces himself simply as, "Folin son of Droli, at your service."

 

Mithalqua’s mirth is quickly subdued, and she regards Frolin most seriously.  “It has only been in recent times that Dwarves have been welcome in Mirkwood, for our years of alliance are far fewer than our years of strife,” she says.  “But if you are at our service, son of Droli, and are trusted by your noble company, then you will not be turned away from the Halls of the Elf-king.”

 

From Rard: "My lady.  I was told false.  At home in the shire, my cousin Merry and Grand Took Pippin would spend hours over who was prettier, the lady Galadriel or the elf-queen Arwen.  I think they must both be wrong.  They had been to Mirkwood though, and had not met you."

 

Mithalqua giggles happily, a musical trill sweeter than any bird’s song.  “The Periannath are famed among the Free Peoples of the West for their notable contribution to the War against the Shadow,” she says, “but who knew they were also masters of flattery?  Nay, good Rariadoc, the coolness of my beauty is burned away by the golden flames of Galadriel the Great, and I am but a star in the night sky compared to the luminous moon that is Arwen Undómiel.  Sweet as your words are to me, I embrace the truth.”

 

When the fellowship is finally met, Belegil says to them simply, "I am Belegil, emissary to Elessar.  Please send a runner to tell the king that I have returned and seek to present myself and my companions."

 

Mithalqua regards Belegil with a return to seriousness.  “We welcome you to your home, Belegil our brother,” she says decently.  “You travel with strange company, odd groupings not seen since the Nine Walkers.  But upon your word and the word of the Elf-friend, they are sure to be accepted into the royal halls.”

 

Mithalqua steps forward, resting her hand upon Vornmir’s shoulder.  Her touch fills the man with a fiery energy, restoring the spirit of his heart (OOC: +1 Courage restored).  “Friends old and new, welcome to the Woodland Realm.  Though you have struggled through the dark dangers that remain in Mirkwood, know that now you are safe in the restored Greenwood the Great,” she proclaims.  “No longer will you need fear the rigors of travel or the deprivations of thirst and hunger.”  The fair lady gestures to her companions and says, “Rest for a time, and drink and eat your fill from what we have to share.”  The other Elves lay out blankets, opening up baskets and flasks.  You are feasted on sweet cakes, fresh fruits, crisp bread, cool water, and fragrant wines.  The Elves of Mirkwood are not known for their abstinence, and these merry folk join you in the fete.  The consume the sweet food and drain much of the wine, and while the latter goes to their heads the former seems to vanish inside their slender forms.

 

Shortly after the noon hour, the Elves begin to pack up the picnic feast and ready themselves for travel.  Mithalqua rises from her place on the ground cloth between Vornmir and Rard, who never leaves her side.  “Come, friends,” she states, “you may follow us back to the Halls of Thranduil.  If you keep up with us, we will reach the caverns by sundown.”  Indeed, the Elves are very swift travelers, and only Belegil and the strongest among you have any hope of matching their speed.  Rard, especially, cannot match their long strides.  After a couple of hours of an exhaustingly swift march, almost a run, the Elven escort comes upon a post of Elf-riders.  Greetings are exchanged, and water and wine are liberally shared.  The Elf-riders, upon Mithalqua’s request, lend their coral of Elf-ponies to your group.  Each of you is mounted upon a steed, and some of Thorin’s load is taken off him so he can keep up.  Frolin is most dubious about mounting a pony, but when he realizes is only alternative is to be left alone and far behind he grumpily takes his place upon the animal’s back.  The horses are gentle and responsive, so that even an untrained rider is transported effortlessly and comfortably.

 

The horses gallop along the riverbank all afternoon on the 9th of June, three-times faster than your Fellowship’s previous rate of travel.  In just a few hours your company reaches the banks of the Forest River, which cuts east through Mirkwood to its confluence with the River Running south of Erebor and Dale.  A sturdy bridge leads over the rapid stream, guarded by patrols of Wood-elf archers.  In Mithalqua’s care, you are not halted or questioned.  By the time the sun begins to sink in the western sky, you have come to a series of stout wooded hills in the northeast of the forest, with huge gated mouths carved into their sides.  These are the famed Halls of the Elf-king, the Caverns of Thranduil.  Mithalqua approaches the door-guards and porters who stand on watch, vouching for your Fellowship’s character.  One of the porter’s says, “I see among their number Belegil the Magician, as well as Barion, Prince of Dale and Elf-friend.  Their company may enter the royal halls, and I will announce their arrival straight away.”

 

The Elves help you down from your borrowed steeds, leading them away to the stables behind the hills.  Mithalqua tarries by your side.  She says, “I have fulfilled my word to you, friends.  You have been delivered safe and refreshed to the halls of my king.  But my home is in the woods, and it is to there that I must return.  My Fortune smile upon your quest, you who serve King Elfstone!  Namarie!”  With a final smile radiating from her beautiful visage, the Elf-maid slips away into the woods, disappearing among the trees beyond.  The guards open the gate for you, gesturing for you to enter.  Your party walks inside the carved portal, descending into a torchlit subterranean palace of breathtaking workmanship.  “Dwarves made it, long ago,” Frolin notes wryly.

 

The porter goes ahead of you, clearing the passages of various Elven servants, guards, and courtiers.  He leads you past many sub-corridors to the main hall, the Royal Audience-chamber wherein sits King Thranduil and his guests.  It is a huge, high room, with mighty Dwarf-made pillars supporting it.  There are many tables and chairs filled with Elves, both local notables as well as visiting nobles from Lórien and Ithilien—and some Men, traveling emissaries from various realms.  At the far end of the hall, sitting in a stout wood throne upon a raised stone dais, is the Elf-king himself, ancient Thranduil, elder yet eternal.  At the nodding from his king, the porter pounds his staff upon the stone floor to silence the assembly.  “Hail, Thranduil King!” he cries out.  “Travelers have come into your realm from the allied lands to the West.  Among them is your loyal subject Belegil the Magician, and Prince Barion the Elf-friend.  In their company is Finbor Angbor’s son of Gondor, Rariadoc Brandybuck of The Shire, Frolin Droli’s son, and Vornmir of Minas Tirith.”  The porter bows low and then withdraws from the room to return to his post, leaving you standing in the middle of the hall, under the eyes of the king and his assembled court and guests.

 

“It is well that you have been admitted to our presence forthwith,” Thranduil says in Westron, “for all of your races are welcome visitors to this land.”  His eyes drift to Frolin and he adds slyly, “Most, at least.”  He continues in his previous tone, “Tell us, why are you here?  Belegil and Barion, you have returned to us from the Council of the North in such a short span of time—have you news to report to us already?”

 

Scene 9: Weighty Matters in Mirkwood

 

You arrived in the royal halls-under-the-earth of Thranduil, Elf-king of Mirkwood, shortly before sundown on the 2nd of June after an overland journey of some three weeks.  All of you are weary, worn, and (except for Belegil) somewhat dirty and unkempt, still dressed in your travel garb badly in need of laundering.  But you stand before the king’s assembly of courtiers and guests as proudly as you can, presenting yourself to the Elf-king.  Barion and Belegil step to the fore when prompted by Thranduil, sweeping a deferential bow to the king.  Belegil, an Elven-subject, speaks first: “My king, we have returned to Mirkwood sooner than you or we expected, at the behest of King Elessar, who himself chose and appointed this new Fellowship standing before you.”

 

Young Barion eagerly offers up an oration of your purpose here: "Hail Thranduil king. Long have we travelled cross the mountains and back again to seek not only your great wisdom but also your boundless memory. We are sent on a quest by King Elessar to find the sage Belemir, who was recently a guest in these most magnificent halls, and so we were told by Grimwine of Beornings passed back away south…”

 

"You are asking the wrong questions, lad," Frolin stage-whispers.  "We know where Belemir went from here.  We must know what he did here, and most importantly we must find Calanlas.  And oh yes, ask about his staff..."

 

Finbor nods upon hearing Frolin speak. "Great Elf-lord, Master Frolin of Aglarond speaks truly. We are here to seek answers for Belemir's mysterious disappearance and the related finding of an ancient artifact."

 

“Peace, peace!” Thranduil croaks with as much of a bemused smile as this aged, dread lord can manage.  “Many questions you have, and we will answer them as we may.  For two ages of this earth have I ruled over the Woodland Realm, too long to be interrogated whilst I sit on my own throne.”  He then rises and steps down from his dais, walking toward his banqueting table at the head of the hall.  “You and your companions are worn from your travels,” he says, “and you need to be refreshed.  The sun sets outside these halls, and this night we will celebrate your welcome with a feast.  The Fellowship of King Elessar will sit at my table, and there you may ask us all that you need to know.”  He claps his hands, summoning a pair of servants; he instructs the commoner Elves to take you to guest chambers, to provide you with water to wash, and to dress you in Elven-garb so that your travel clothes may be laundered.  The servants bow and politely lead you from the hall, guiding you to guest rooms in an adjacent wing.  There you are washed and clothed in light, airy Elf-tunics, your travel garb carried off to be washed.

 

A short while later the servants return and lead you back to the royal hall, where you find a great throng of Wood-elves and notable visitors to the realm assembled for the feast.  The day’s fresh hunt has been cooked, the meat laid out on silver trays atop the many banquet tables.  Flagons of Dorwinion wine and tall goblets as well as bowls of grapes and olives are set out in plenty.  Six places are reserved at the king’s table, and you are guided to your spots by the servants, who bow once more and depart.  King Thrnaduil sits at the head of this table, and you sit on his right and left.  He gestures for you to take your fill of food and drink.  Prompted by Finbor and Frolin, Barion restates his queries in polite and persuasive tones, using his oratory to try to win over the king’s cooperation.  He is aided by Vornmir, who offers a brief story: "Your majesty, during our travels through the Western wood we dispatched a lair of spiders seeking to ensnare travelers.  Already have we performed a service for this wood…  This captures the attention of the entire table, all the revelers insisting on hearing about the battle of the spiders.  Though unskilled in such performance, Vornmir does his best to provide an account.  [Perform (Tell Stories} skill test, 8-2=6, complete success]  Thranduil and the favored courtiers seated at his table appreciate the tale, raising a toast of wine for each spider killed.  “Long has Greenwood the Great suffered under the presence of the cursed spiders, and ever shall this forest be Mirkwood so long as they live upon Middle-earth,” Thranduil states.  “You do our realm good service by slaying them,” he adds, “and mighty warriors such as you are our welcome guests.”

 

Soon, the tale of the Battle against the Spiders is spread throughout the chamber and beyond, through the Woodland Realm.  In later years, those who survived the Fellowship’s quest learned the tale spread even beyond Mirkwood, carried by Wood-elf messengers and traders passing through.  In Rivendell, Lindon, Lorien, and even Gondor the victory is cheered, for all the Free People loath the wicked spiders.  But of all the participants, it is Belegil’s feats of magic that are most remembered.  It is said that no one since Cúrunir himself has worked such might magicks in such short order.  Of course, look at how Saruman turned out…  [Everyone gains +1 Renown, and Belegil gains +2]

 

With the assembly’s mood livened by Vornmir’s tale, Barion presses the king for his aid.  [Persuade (Oratory) skill test, 7+9+1=17, superior success]  Thranduil readily agrees to answer all of your questions.  Also, the Elf-king produces Calanlas.  When his name is called, a tall, thin man with green eyes and black hair rises from his seat at the other end of the table.  “I am here, lord,” he says.  “Join us, Calanlas,” he says, ordering a courtier to make way for the emissary, “for I believe this matter will involve you as much as it involves us.”  After Calanlas takes his seat next to you, Thranduil asks you to explain more about why King Elessar has dispatched a Fellowship in regards to Belemir.  Your company briefly explains your mission – to track down the missing loremaster, who disappeared after leaving Rivendell eight months ago and has not been seen since.  Thranduil frowns and looks to Calanlas – both the Elf-king and the Dúnadan emissary are surprised by your news, unaware of Belemir’s strange disappearance.  Thranduil invites you to ask any questions you need answered.

 

Barion begins by asking about the “dire relic” that he believes Belemir brought to the Woodland realm, and he asks if Thranduil knows where Belemir may have gone with this “Iron Stone” when he left Mirkwood.  Thranduil answers, “I do not know of this ‘Iron Stone’ of which you speak, nor did Belemir reveal any dire relic in his possession.  Belemir has long searched for lost relics of kingship in the West, and he came to us already well-known as a friend of King Elessar.  Belemir stayed here for several months, and then departed most suddenly early in October last, telling Calanlas and Calanhir that he needed to return to Rivendell immediately.  It was most irregular for him to leave without beseeching my permission first, but Calanlas and Calanhir assured me he would not have left so suddenly without good need.  Since the brothers remained here after he left, Belemir’s presence was not essential.  I completed my message to King Elessar, and Calanhir rode back to Rivendell to deliver it.  Calanlas agreed to remain here as ambassador for the Western Kingdom, and he will march with us to join the campaign against the Orcs of the North.”

 

Frolin raises the questions about what Belemir did during his stay in the Woodland Realm, and about the staff he seems to have acquired here.  Thranduil replies, “Belemir, Calanlas, and Calanhir came to us bearing a missive from King Elessar, who proposed his great campaign against Mount Gundabad.  He asked for our advice, support, and aid, and I needed much time to discuss the matter with my advisors and to scribe our answer.  In the meanwhile, the Dúnedain were granted the hospitality of our court.  Shortly after they arrived we received a trade delegation from Dorwinion, who included in their company the great minstrel Wogan.  Nightly feasts we held, full of songs and stories.  Belemir seemed to greatly enjoy his stay, and spent much time in Wogan’s company.  As for his staff, we presume that you are referring to our gift to him.  He has long been known to us as a servant of the King of the West, and we wished to aid him in his searches for lost relics of the old kingship.  He came into our realm bearing a lost ring he had recently discovered, an ancient relic he was to present to his king.  We were touched by his devotion, given the significance of the ring he bore, so we gifted him with an enchanted Elf-staff which my folk are famed, a fine-crafted cudgel to guard him against the dangers of the wilds.”

 

Frolin and Vornmir press for more information about the ring, expressing the fear that this could be the “dire relic” Barion referred to.  Thranduil shakes his head and says, “This ring was not dread artifact, and that you would say so tells me you do not know what it is.  He had rediscovered a lost Elf-ring of old, a wrought gold band beset with a small obsidian stone.  It was one of the ‘Rings of Friendship’ crafted in the Elder Days and given by Elf-lords as tokens of alliance to the Men of the House of Hador, Third House of the Edain.  Surely you know of the Ring of Barahir, friend-token gifted by Finrod Felagund to Barahir, of the House of Húrin, First House of the Edain.  The Ring of Barahir was most famed, but it inspired similar acts between the Eldar and Edain throughout the centuries.  Most of these Rings of Friendship are lost and forgotten, as was the Ring of Barahir for many years, but the recovery of even one last Ring of Hador’s Line is a great discovery, a link between Lord Elessar and his most ancient ancestors.”

 

Vornmir steers the conversation toward Calanlas, in whom Frolin is also greatly interested.  Vornmir and the Dwarf begin to interview Calanlas.  In response to the discussion about the ring, Calanlas admits to having seen it.  “When we departed Rivendell,” Calanlas says, “Belemir said nothing of possessing an ancient ring.  But when we came across the Beornings, Belemir took the ring from the belt-pouch in which he had hidden it and put it on.  He said it was a token of kingship, but that its blessings would help us secure the aid of the Men of Carrock, for it augmented the persuasion of his words.  He spoke truly, for the Beornings were glad to help us.  He revealed the ring again here in Mirkwood, to show to King Thranduil.  He told the tale of its recovery – how it long was buried in the grave mounds of the north until looted by Wild Men, how the bandits came to his attention while he stayed in Bree, and how he tracked them down and tricked them into surrendering the ring to him.  The Elves were greatly impressed with his story, as I recall, which was why the Elf-king gifted him with the enchanted staff.”

 

Vornmir interviews Calanlas about the various journeys between Rivendell and Mirkwood.  Calanlas answers, “You already seem to know all there is to know about our journey to Mirkwood.  We set out from Rivendell in the middle of July last, traveling across the High Pass, over the Anduin at Carrock, where we treated with Grimwine of the Beornings, and through Mirkwood along the Old Forest Road.  Elf-rafters transported us to these halls along the River Running.  I and my brother knew Belemir for many years, since our youth, which was why he asked us to escort him to the Woodland Realm.  But he is a loremaster, and loremasters are a secretive folk.  He never opened his heart to us, and he kept silent until he needed to speak.  That has always been his way, and little did he speak to us or share his thoughts on the entire journey.  It struck us as strange, true, but then he is a loremaster, and loremasters are strange men.”

 

Vornmir asks why Belemir returned to Rivendell alone, and of Calanhir’s solitary journey back several weeks later.  Calanlas answers, “Early last October, late at night after a great feast, Belemir left the Woodland Realm without speaking to anyone.  He did not explain himself to me or my brother – he only left us a short letter, which explained that an urgent matter required him to return to Rivendell immediately to consult the archives, and asked us to offer his apologies to King Thranduil.  Strange behavior for normal men, it is true, but Belemir was a sage, and their ways are strange to us.  My brother remained in the Woodland Realm for two more weeks, so that King Thranduil could complete his missive to King Elessar.  When the letter was ready to be delivered, King Thranduil asked one of us to stay behind as a resident emissary for the Reunited Kingdom, and I accepted.  My brother returned to Rivendell alone by necessity, not by choice – Belemir would have been welcome company, despite his taciturn silence, I am sure.  But my brother’s departure was timed by the Elf-king’s message, not by Belemir’s departure.  Belemir had traveled the North by himself for many years, we did not doubt his ability to return to Rivendell alone.”

 

Vornmir finally inquires if Calanlas knows where Belemir may have gone after departing Rivendell for the last time – possibly to some location to the northeast?  Calanlas responds, “I cannot say, for he revealed nothing of his future plans to us.  All that we knew was that he possessed a Ring of Friendship which he was to present to King Elessar at the Council of the North this past May.  Until you came here tonight to tell me otherwise, I presumed that is what he did.  He never said anything to me about a journey to the northeast, nor can I imagine what might lie in such desolate lands.  Are you certain that is where he went?”

 

Frolin asks Calanlas about what he knows of how Belemir spent his time in Mirkwood.  Calanlas answers, “After we presented King Elessar’s embassy to King Thranduil, we were given freedom to spend our time in the Woodland Realm however we wished.  My brother and I spent much time exploring the surrounding woods, full of splendor and beauty.  Belemir never joined us.  He spent his time among the sages and magicians of the court, studying their magical arts.  Belemir himself could work such enchantments, though he rarely displayed his power openly.  When the Dorwinion trade delegation arrived, we spent many nights feasting in these noble halls.  My brother and I paid little heed to the songs and stories, though Belemir seemed greatly affected.  He especially esteemed the Dorwinion minstrel Wogan, who sung for us many of the legendary tales of his land.  I suppose there is great affinity between loremasters and minstrels, for Belemir spent much time with Wogan.  Indeed, Belemir was particularly excited by Wogan’s performance on the night that he departed the Woodland Realm, and I believe Wogan was the last person Belemir spoke with before his sudden departure.”

 

“Where is the Dorwinion trade delegation now?  Is Wogan still here?” your Fellowship asks.  Thranduil shakes his head and replies, “The traders departed our realm at the end of last October, for they wished to complete their journey home before the snows of winter.  They dwell in the towns along the southern bank of the River Carnen by the Sea of Rhûn.  Wogan departed with them.”

 

*   *   *

 

When your questions are through, Thranduil and Calanlas wish you good fortune in your search for Belemir.  Both of them share Elessar’s concern that Belemir could have met a foul end in the wilds, and they hope you will find him.  Your questions answered, the feast continues until the late hours of the night, full of merriment and drinking of sweet Dorwinion wine.  Eventually you are returned to your guest rooms, where you sleep the whole night in comfortable beds, safe under the watch of the Elves.

 

You rise late on the 3rd of June, and food for breakfast and lunch is brought to you by serving Elves.  When you come before Thranduil later that day, he grants you freedom in his land to do as you wish.  Barion inquires about acquiring horses for the Fellowship, and about sending a message to his brother.  Thranduil hesitates about the former request: “We shall need all our Elf-steeds if we are to contribute a strong force to the War against the Orcs of the North, but perhaps we could lend you a horse or two for a short time, if you need to ride someplace swiftly…”  Thranduil is much more accommodating about delivering a message to Barion’s brother: “Elf-riders often travel to Dale, and a delegation will go there later this month.  If you wish to scribe a letter to your brother King Bard, I will order my riders to deliver it to him personally.”  Frolin asks if the Elf-king has a forge in his halls, and if he may be allowed to use it.  Thranduil answers, “We have forges to rival those of the Lonely Mountain, Master Dwarf.  Ask my servants to take you to my great forge in the heart of my caverns, you have my blessing to use it as you desire.”

 

You are free to wander Thranduil’s halls for the rest of the day, until sundown when you will rejoin the Elven court for another evening meal.  Barion prefers to spend his time merrymaking with his friends in the king’s court – as an Elf-friend, he is beloved by many Wood-elves.  Rard is eager to return to the woods, and spends the rest of the day tagging along with Elven hunting parties.  At first they are loath to take the Halfing along, and do so only to humor their king’s hospitality.  But Rard quickly proves himself a match for their woodcraft and archery.  The Elves also find his chattiness a unique experience.  While out hunting he exclaims, "What a well-placed shot on that rabbit. My cousin Merry once said that Legolas could hit a sprinting rabbit at twice that distance."  The Elves are most impressed that he is related to one of Legolas’ companions, and they ply him for all his lore about the Fellowship of the Ring.  [Lore: The Fellowship of the Ring (Legolas) skill test, 6+5=11, superior success] His knowledge about Legolas impresses the Elven-hunters, and by the time they return from the hunt at nightfall Rard has completely won them over.  They welcome his company on their future hunts.  Finbor and Vornmir spend a couple of hours in the early afternoon sparring with each other, testing their skills with weapon and shield.  The two men find themselves evenly matched.  Finbor is slightly more adept with his sword than Vornmir is with his spear, but both are impressed with each other’s skill.  Vornmir is stronger and sturdier than Finbor, yet he is also impressively swift and skilled at dodging strokes.  Finbor, though not as swift, is a very solid defender with his sword, stout, long shield, and corslet of mail.  They complete their sparring with increased respect for each other, and a stronger sense of camaraderie.

 

Scene 10: Your Time in the Woodland Realm

 

[Smithcraft (Armor) skill test, extraordinary success]  Taking advantage of King Thranduil's excellent forge and the aid of his craftsmen, plus the Crafting-spell taught by the Elves, Frolin is able to refurbish both the corslet and the helmet without any trouble--after a few hours work, both are in fully restored condition.  The panoply was originally of masterwork quality, which you were able to restore in full--it is more protective than common scalemail.  Furthermore, it is imbued with your Dwarven-magic: the corslet and helm are now virtually unbreakable, with twice the durability of mundane armor.

 

[Appraise skill test, complete success] When you try to present the armor to Vornmir, he asks you to identify its origins.  This is something Frolin was already able to do.  You are certain that the armor is of Dwarven made, certainly made in the forges of the King under the Mountain before the coming of Smaug.  However, it is clearly sized for a Man, not a Dwarf (though with further work it could be altered).  Frolin suspects it was crafted on commission or as a gift for a noble warrior of the old Dale-men or Men of Eotheod--you cannot know for certain.  Frolin, of course, is free to tell the others as much or as little of this as he wishes. :)  Frolin may even desire to keep the armor for himself, though it would be a selfish, possibly corrupting act (which might be a battle for Frolin's inner struggle).

 

During the royal feast in your welcome on the night of the 2nd of June, you speak with Calanlas, one of Belemir’s original traveling companions.  Only Vornmir has a further question for him.  "Do you recall what Wogan's performance was that evening?" Vornmir asks Calanlas.  "Do you know which of the magicians and sages here spent time with Wogan and Belemir?"

 

The Ranger thinks carefully, stroking his chin in thought.  “It was a good deal of time ago…” he ponders, “Wogan performed many tales during his time here, most of them very strange to our ears.  The legends and myths of Rhun are not the legends and myths of our lands.  But, if I recall correctly, the song Wogan performed that night that Belemir left us was about a dragon and a wizard.  I am sorry, that is all I recall.”  Calanlas, when further prompted, points to the table to the left of the king’s royal table and says, “Those are the minstrels of the Elven-court.  Wogan spent much time with them, and Belemir often joined them.”

 

Vornmir, who admits he possesses no great skill in eliciting information from others, encourages Barion to speak with the minstrels and learn what they know.  But the young prince does not immediately consent, for he has many of his own Elf-friends in court and will spend much of his free-time with them…

 

*   *   *

 

On the 3rd of June, after being granted the hospitality of Thranduil’s halls, you all depart to seek your own relaxations.  Frolin takes the battered armor recovered from the spiders’ lair to the royal forge, spending a few hours studying under the Elven sage-crafters and refurbishing it under the tutelage of their arcane Art.  That evening he presents the gleaming corslet to Vornmir, who indeed wears the armor very well.  Of Dwarven-make and now imbued with craft-magic, the scale coat is lighter than a chainmail corslet but just as protective, and even more durable.  Frolin’s greatest pleasure comes from the exercise of his skill and the reward of giving away such a prized gift.  It is an act of honesty and generosity [+1 Courage restored to Frolin].

 

*   *   *

 

Your Fellowship decides to spend five days in the Woodland Realm, fully recovering from the drain of your long journey to get here.  It is a stay that King Thranduil readily grants, for he is glad to have visitors from so many lands honor his court with their presence.  As the days pass, Finbor summons the rest of the Fellowship from their various individual diversions to play the next part of your journey.  The Gondorian nobleman’s son implored King Thranduil for the use of his maps, and the Elf-king orders his sages to provide your party with access to their map scrolls.  The Wood-elves have been numerous maps of Mirkwood, Rhovanion, the Anduin Vales, and even the country around Erebor and Dale.  And while some of the Rhovanion maps extend to Dorwinion and the Sea of Rhun, they do not depict the land in any detail.

 

However, a close examination lays out your route and distance involved.  Along the Forest River it is 50 miles from Thranduil’s Halls to Esgaroth-upon-Long Lake.  (Dale itself actually lies some 30 miles to the north upstream along the River Running.)  Boating down the River Running from Lake-town to the confluence with the River Carnen (“Redwater”) is a distance of 360 miles.  The Redwater runs a further 240 miles to the south and east before emptying into the great inland Sea of Rhun.  The total distance along the various waterways is 650 miles.  It is difficult to gauge your possible rate of travel, but Rard (who has some experience with river-travel) estimates that covering 4 miles in an hour is typical in a raft flowing downstream in an average current; sailing in a boat would be even faster, perhaps 15 miles in an hour downstream with favorable winds.  If you travel for 8 hours a day, then bank so that you can find a place to camp on-shore for the night, you could cover 32 miles a day or more, depending on mode of travel.  That comes out to a journey of up to 20 days from here to the Sea of Rhun (if that is how far you truly end up going), though the trip could be much fewer days depending on the boat.

 

Finbor asks of Barion, “Will you not tell us more of the Kingdom of Dale and the reign of your brother King Bard? Does Laketown also fall under the rule of your brother?"  The young prince is able to report that Lake-town is a part of the Kingdom of Dale, indeed the settlers who rebuilt Dale came from Esgaroth in the years after Bard the Bowman slew the worm Smaug.  Lake-town enjoys a large amount of self-rule, administered by its “master” elected from among the merchant houses, but it acknowledges the suzerainty of the King residing in Dale.

 

*   *   *

 

Your Fellowship enjoys a stay of five days in Thranduil’s Halls, from the 3rd through the 7th of June.  Vornmir during this time attempts to seek out Mithalqua the Elf-maid, believing her to reside somewhere in these woods.  He wanders the woods in the daytime, in the nighttime, hoping to see her.  At night he thinks he hears the sound of laughter in the woods, and sees the glow of torchlight, but every time he nears the sound and light fade as quickly as they began.  One afternoon, after searching several other times, he begins to despair.  He hears a light giggle, Mithalqua’s musical laugh, but when he turns about she is not there.  Suddenly, the wind blowing across his face bears a light whisper, strange words that he does not understand but which he cannot forget.  When he returns to Thranduil’s halls, he asks the Elf-porter who tends to his guest-room if he understands the phrase.  “Yes, the language is Sindarin, the tongue of our royal line,” he replies.  “The words you speak mean, ‘Not every nightingale is meant to be caged.’  The word for nightingale is ‘Tinúviel’ – its significance comes from our most revered ancient lay.”

 

You decide the morning of the 8th of June is when you should depart, and you inform the king of your intention.  Finbor approaches King Thranduil upon his throne, bowing respectfully.  He requests the king’s aid in securing water transport at least to Lake-town.  [Debate (Parley) skill test, complete success]  The Elf-king listens to the modest request and replies, “It would be no great burden for the Elves of my realm to transport King Elessar’s Fellowship to Esgaroth.  We, too, mourn the loss of Belemir and hope that you will be able to find him.  From time to time we send an Elf-raft to the town of Men, to do some trade.  When your Fellowship is ready to depart, we will send a trading party Esgaroth upon one of our river barges, and you may join them.  For any further travel, however, you are left to your own devices.”

 

You thank the king for his assistance, and he nods his head in acknowledgement.  He then summons his servants forward, and in their hands the Elves are holding bundles of clothing.  King Thranduil says, “We have prepared a gift for you, ‘ere you depart.  You already wear the soft tunics of my folk, imbued with their spirit.  My people have prepared for each of you the rest of a traveler’s garb, so that when you traverse the distances of this earth you may dress as if you still resided in my happy realm.”  The servants hand each of you cloth breeches, Elven-boots, a light cloak, sheer gloves, and silken sleeves to go along with your tunic.  They are perfectly sized for your bodies, as if simply by watching you the Elves could gauge your very dimensions.  Thranduil adds, “Master Rariadoc made it known to my folk that he desired some of our clothing, and it is a gift we are happy to make of you.  You will find these clothes more durable than any made in other realms, and the magic in their fibers can mend most any gash on its own.  They are lighter than any garb of Men, and shall keep you cool in the summer, yet when winter comes you will find them as warm as cloth twice the weight.”  Later, when you don the entire outfit, you are pleased to discover the whole assemblage weighs only 3 pounds (and Rard’s weighs only 2).  Your may keep or destroy your dirty old outfits, as you please.

 

You also turn your thoughts to acquiring supplies for your journey.  The Elves assure you that you will have food, water, and wine aplenty on the river barge, so you need not fear deprivation on that leg of your travel.  You also are helped to refill your water barrel and skins with delicious spring water flowing from the royal hills, crisp and clean, and those of you with wineskins are refilled with Elven-mead or a vintage from Lake-town.  The Wood-elves, however, generally do not prepare large quantities of travel rations, nor do they have much interest in selling their foodstuffs for coin.  If one of you wishes to make the effort, perhaps you could convince an Elf to make and sell to you some rations much as Frolin convinced an Elf to craft for him a healer’s kit.  On the other hand, you could trust in your luck to reach Esgaroth and secure food there.

 

Scene 11: To Lake-town

 

>Finbor will try to persuade to Elven minstrels and magicians to tell of their conversations with Wogan.

 

Barion is too busy with his own friends in the Elven-court to be bothered with this matter, so Finbor attempts to charm the Elven intelligentsia into sharing what they know with him.  [Persuade skill test, failure] Unfortunately, Finbor is a man of the sword, ill-suited to appealing to the ways of thinking shared by minstrels and magicians.  He is unable to inspire them to reminisce about Wogan or his tales.  They merely verify that indeed Belemir and Wogan did spend much time together, that Belemir grew increasingly interested in Wogan’s lore, and that before he departed Mirkwood he had requested Wogan perform a particular legend, about a long-ago battle between a “wizard in blue” and a dragon from the far north that descended upon the Sea of Rhun.  The minstrels add that Belemir seemed particularly excited by the legend’s details.  Finbor is unable to convince the minstrels to recall or attempt to perform the legend.

 

>Finbor also checks on the food they had bought from the Beornings and looks if it's still edible.

 

Finbor counts 3 days worth of dried trail rations in the packs of the party’s steed.  They are still edible, and will likely remain so for some time to come.  Finbor also checks on the party’s water barrel, seeing that it is completely refilled.  However, the Elves he speaks with assure him that there is plentiful drinking water on the trip to Lake-town and indeed even further beyond to the east.  Potable water is only scarce in the Heart of Mirkwood.

 

*   *   *

 

On the 8th of June your Fellowship is ready to set off again on another journey—this time to the Far East by way of Lake-town.  Rard has already said his good-byes to the Elven servants, who despite their station are still ethereal and awesome to his eyes.  In return, the Elves take great delight in the little Hobbit and smuggle parting treats to him: a bag of dried berries and Elven sweet cakes to sate his appetite on the boat ride to Esgaroth.  All of you gather together in the entrance chamber of the Halls of the Elven-king, where Thranduil and some of his courtier are gathered to see you off.  Goblets of sweet nectar are passed around, and you are given crisp honey cakes on which to breakfast.  Thus refreshed, the Elves lead you out of the halls, where a freshly groomed and readied Thorin awaits you.  Your escort party guides you down a path to the river, where large docks are built to tether a variety of river boats.  Wine casks are pushed out of a watery chamber in the royal halls and floated down a rivulet to these docks, where they are roped together and floated back to Lake-town, from whence they came.

 

A large royal river barge has been taken from its housing and is tied to the dock, its tiller and pole-men ready to cut the tether and set adrift upon command.  A party of Elven watermen is already aboard, stowing supplies for their trade delegation to Esgaroth.  Thorin is led aboard first, and then the rest of you are invited onto the barge.  Thranduil and his courtiers remain on the dock in formation, offering you a hail and salute in farewell.  You are surprised to see that Belegil remains with them and does not join you on the barge.  “Farewell, friends!” Thranduil calls out, “May you find the missing sage Belemir safe and return with him to the West in safety, too.”  He then turns to Belegil and adds, “Our servant Belegil cannot go with you any further, for he must remain here with us.  He has fulfilled our realm’s obligation to King Elessar by attending the Council of the North and reporting to us, but it is not our custom to send Wood-elves far from their homeland.  He will attend us here, and perhaps march with our host to battle the Orcs of Gundabad.”  The Elves salute you one last time, then turn about and stride into the woods back to the royal halls.

 

Leaving your comrade Belegil behind, you give the word to the Elven boatmen that you are ready to depart.  The Elves cut the tether and the barge is caught up in the swift current, being pulled downriver to the east toward Long Lake.  It is already mid-morning by the time that you depart, but the delay in setting off is of little concern to the Elves, who ply the waters more swiftly than you could imagine possible.  The ride is peaceful and uneventful, and most of you simply pass the time by watching the scenery float by.  Rard, however, pulls out his fishing line and attempts to catch some fish.  [Survival skill test, complete success] The river is fair teaming with fish, especially as you get away from the forest, and Rard is pleased to haul in some half-dozen meaty catches.  As the sun begins to set orange in the western sky, the Elves bank the barge and lock it into place with their poles thrust deep into the riverbed.  The steersman assures you that, though you have only traveled for some seven hours, you have already covered more than half the distance to Lake-town.  The Elves set up tents upon the shore, laying out a feast with plenty of wine for the evening meal.  The dinner is supplemented by Rard’s fish, which he smokes over a campfire and serves up with special Hobbit spices.  Though the late-spring day was clear and warm, as the Elves set up camp the river spews forth, as if by their very will, clouds of fog that ring your barge and camp and conceal it from outside eyes. 

 

Your company rises on the morning of the 9th, the night have passed pleasantly and peacefully in the presences of the Elves.  A breakfast of nectar-drink and sweet cakes is given to you, and Thorin is foddered from a small supply aboard the barge.  Once again by mid-morning your barge is well under way, floating swiftly downriver toward Lake-town.  The day is again clear and crispy, a bright blue sky with few clouds and a happy golden sun.  The hours pass quickly, and by the early afternoon you notice that the river on which you travel is opening wide, flowing into a great lake up ahead.  The lake is riven by a hilly islet, dividing the body of water into an eastern and western section.  Standing upon great stilts in the shallows of the western body is Esgaroth-upon-Long-Lake, the famed town of the Lake-men of Wilderland.  The Elven boatmen have plied this route many a time, and they effortlessly guide the barge to the docks and tether it securely in place.  The Elves guide Thorin off the barge, putting his packs in place upon his back, and you disembark and assemble on the wharf next to the faithful steed.  The Wood-elves bid you a found farewell, turning their attention to the trade-work, unloading the goods for which they will acquire wine and other items from the Lake-men.

 

It is barely mid-afternoon on the 9th of June, and you still have several hours of light in which to accomplish some of your business.  First, of course, is making your presence known to the Men of Esgaroth, which is a simple matter since the arrival of an Elven-barge is always a public event here.  As you make your way down the wharf toward Lake-town, you are intercepted by a party of Burgesses representing the elected Master of Lake-town.  They immediately recognize one of your company.  “Hail, Prince Barion!” their leader cries out, leading the embassy in a polite bow.  Barion introduces your Fellowship to them, explaining that you have come into Wilderland from the West in search of a missing royal emissary.  It is enough of an explanation for the Burgesses, and all of you are immediately given welcome to conduct whatever business you desire in Esgaroth.  One of the Burgesses, however, is bearing dire news for Barion.  “Noble Prince,” he says gently, “we bear news for you, sent to us by your brother the King of Dale, for he knew that you would pass through our town before returning to Dale.  I regret to inform you that your sister has fallen ill this past week, and your brother the King fears her condition is serious and that she may die.  He urges you to hasten back to your home, so that you may see her before she passes away, if that is her fate.”  The Burgesses bow once more, and then move on to deal with the party of Elves awaiting them by the barge.

 

Barion addresses his companions somberly: “I would that I could continue on with you to the East, but I fear that my fealty to my brother the King outweighs my pledge to this Fellowship.  We are not sworn by oath, for which I am thankful, because I must obey King Bard and set out immediately for Dale.  I fear my part in this story has come to a close, as has Belegil’s, but I wish you success in our enterprise.  The four of you are the soul of the Fellowship, I know that you can find Belemir and bring him home.”  Barion, of course, will need to take Thorin to ride swiftly to Dale.  However, he leaves behind for you all of the Fellowship’s supplies: the food, barrel of water, arrows, and rope, as well as all personal belongings stowed in the animal’s packs.  (OOC: That’s right, Rard, you little pack-rat, you’re going to have to carry all of your own crap now!)  Barion also hands to you his pouch of treasure, in which the party’s coins had been kept along with his own wealth.  “Take all that I have,” he says, “for you will have greater need of it than I.”  Inside the pouch are 30 copper pennies, 8 silver pennies, 2 silver pieces, and a small gemstone probably worth a few silver coins.  The young prince offers you a farewell salute, hops upon Thorin’s back, and gallops off toward Lake-town’s bridge to the mainland, his mind already bent toward Dale.

 

Saddened by the loss of two comrades in as many days, the remaining Fellowship of Four pledges to carry on the work of finding the missing Belemir and discovering if any threat may truly lay behind these rumors of the Angril.  The rededication of purpose fires your hearts (OOC: +1 Courage restored to all four of you, returning all of you to your current maximum levels).  Finbor, bereft of Barion’s influence, states that he will do what he can to arrange proper accommodation in Esgaroth, acquire stocks of rations, and charter a river boat to take the party to Dorwinion.  When Vornmir and Frolin head off toward the taverns by the docks to try to gather information, Finbor gestures for Rariadoc to follow along with him.  The Gondorian lord’s son and the Shire Hobbit step off the wharf and make their way into the center of Lake-town, down long, straight alleys lined with wood-and-thatch townhouses.  The pair attract quite a bit of attention, not only because Rard is the first Hobbit to set foot in these parts since Bilbo Baggins but also because he and Finbor are garbed in Elven raiment.  Finbor and Rard first stop in the marketplace, and they find no shortage of vendors selling dried rations for travelers.  The going rate is 25 coppers for a week’s rations per person; Finbor calculates that it will cost 4 silver pennies to buy a full month’s trail rations for the remaining Fellowship of Four.

 

In the center of town Finbor quickly finds the best inn, an exclusive establishment for traveling dignitaries called the Golden Eagle.  Its fine tavern attached to the inn serves quality meals for discriminating palates, those mostly belonging to the wealthier river merchants.  Finbor and Rard speak to the proprietor, who provides your Fellowship with lodging, meals, and drink for a day for the cost of 10 silver pennies!  After Finbor pays the bill, your party’s pouch is left with only 30 coppers, 2 silver pennies, 1 silver piece, and the small gemstone.

 

Finbor and Rard visit the tavern next, and make it known that their “company of four warriors” is seeking passage by river to Dorwinion and would be pleased to provide protection in exchange for passage.  [Persuade (Oratory) skill test, superior success] A few of the merchant-grandees in room express interest, for apparently Wilderland between Esgaroth and Dorwinion has grown dangerous in the years since the War of the Ring, overrun with bandits who formerly soldiered for the Shadow.  In the end, Finbor and Rard are left with two choices: a merchant who owns a slower, pole-driven river barge and is willing to transport the Fellowship without any fee in return for protection, and a merchant who owns a faster river sailboat and is willing to transport the Fellowship in return for protection and a fee of 2 silver pennies per head.  In either case, your Fellowship is expected to provision itself.  Both merchants are willing to set off whenever your company is ready, as early as tomorrow or as late as three days hence.

 

Meanwhile, Vornmir and Frolin find a popular tavern along the wharf, filled with fisherman and boatmen.  It is well that Frolin is with him, for Vornmir possesses no gift of gab.  His taciturn presence intimidates the patrons rather than loosening their tongues.  Fortunately, Frolin has considerably more winning ways.  Vornmir’s chief contribution is to spend his 20 copper pennies to buy a few cheap mugs of beer for people willing to talk.  [Inquire (Converse) skill test, marginal success] The men in the tavern are quite familiar with Dwarves, as several of them do trade with Erebor and the Iron Hills, and Frolin’s cheerful conversation and charming persuasion, reinforced by Vornmir’s beers, convinces a few boatmen to spend time answering your questions.  When Vornmir asks what can be expected on the River Running, the boatmen explain that the waters are often quite rough and rapid—hence the river’s name.  Most raft-men dread poling the River Running, whereas the sailors are pleased to take advantage of its swift currents and strong breezes.  The boatmen do not report seeing any Orcs in Wilderland along the river, though they do complain that the unsettled land is overrun with bandits, mostly Nurn and Khand mercenaries out-of-work since the defeat of Mordor.  The bandits are violent, aggressive, and can’t even be reasoned with in normal speech.  Frolin asks around if there are any visitors from Rhun, but apparently there aren’t any in town currently.  These boatmen have not heard any news from Dorwinion in recent months, nor have they heard of Wogan.

 

Later, Finbor and Rard find Vornmir and Frolin leaving the wharf tavern, and the Fellowship of Four makes its way to the Golden Eagle Inn before sundown.  There, the pairs report to each other what they learned and accomplished.  You spend the evening in the Golden Eagle’s tavern, enjoying mugs of ale and mead along with hearty dishes of roasted tubers that the Hobbit insists on calling “potatoes” and tasty slices of pork.  The tavern is filled with lofty clientele, mostly rich travelers but also some local notables willing to pay to eat well and hear the news from foreign dignitaries.

 

Scene 12: Journey to the East

 

In Lake-town’s marketplace the plucky Hobbit Rard attempts to haggle with the ration-vendors.  He boasts of his adventurous travels since leaving The Shire, offering to share them with the merchant’s household in return for a cut in price.  "How many others could claim to have seen a hobbit, let along hosted one?” he quips, “And to be entertained by one?  None.  In fact, he should be charging for the privilege of visiting."  He grins impishly and winks when he says the last part, then lets out a laugh to let them know he was joking.  [Persuade (Fast Talk) skill test, complete failure] The merchants in this corner of the market regard the cocky little Halfling dubiously.  “We had a Hobbit visit our town some years ago,” says one of the older men, “and he brought nothing but trouble in his wake.  Best you take your stories and move on, leave Lake-town in peace.”  Rard and Finbor quickly move on to another corner of the market before rumors of the arrogant Hobbit spread, paying that last silver piece from the party’s purse to a different merchant in exchange for 4 weeks rations per person, a load weight over 100 pounds!  But, now each remaining member of the Fellowship has a tally of 31 days worth of trail rations for future journeys.

 

Next, Rard and Finbor deal with the merchants who own riverboats going to Dorwinion.  Finbor grumbles, “Perhaps we are able to persuade the good merchant to lower his price somewhat, for I have never heard of guards who had to pay themselves for doing their job.”  The sailboat merchant replies somewhat snidely that the storage he will lose giving berth to four guards will cost him money, that it might be wisest to pack his hold with trade goods instead of extra guards and trust to his luck reaching Dorwinion unscathed.  Finbor apparently grows irritated with the sailboat merchant, resorting to persuasive intimidation.  [Intimidate (Majesty) skill test, +1 Persuade affinity bonus, complete success]  Drawing himself up to his full Dúnadan height, the Gondorian lordling browbeats the merchant into seeing reason and dropping his request for fare.  The sailboat merchant sheepishly backs down, cowed and a little fearful.  “I see you know your trade,” he whimpers, “I will not quibble with your terms.  Berth and passage in return for your service as guards, and you supply your own victuals.  Fair enough.”  Rard chimes in, “And I can become the ship’s cook every other evening, since you’re not charging us a fee.”  The merchant quickly accepts, shooting a fearful glance at Finbor, obviously unwilling to do anything that might provoke his ire.

 

Later, Finbor begins to feel a little guilty for his intimidation of the poor merchant, a man defenseless against Finbor’s might.  In his heart the powerful Dúnadan struggles with corruption of the spirit, as he tries to come to grips with the allure of intimidating others.  [Willpower test, TN 7, 5 (roll) + 2 = 7, marginal success]  Slowly, he comes to terms with his guilty conscience and avoids the taint of corruption.  However, he knows he must be wary of the desire to dominate others in the future…

 

While Finbor and Rard take care of their business in the Golden Eagle Inn and Tavern, Frolin and Vornmir make their way through the marketplace.  Frolin begs a moment’s leave from Vornmir, privately walking over to the corner of the market occupied by the town’s smithies.  The dwarf rummages in his pack for a moment and withdraws a long steel dagger.  "A pretty bit of work, would you agree?"  Frolin asks as he holds the dagger aloft.  The sunlight gleams off the polished steel blade, and the tiny runes affixed to the hilt seem to glow.  "I forged it while we were in Mirkwood.  I am ordinarily loath to sell my work to strangers, but I fear we will need some silver more than another knife before our journey has ended."  [Debate (Bargain) skill test, +3 situation bonus, superior success]  Despite the fact that the Dwarf is offering merely a long-knife dagger, its obvious quality dazzles the smithies.  They all immediately begin expressing interest in the weapon, offering escalating competing bids until only the wealthiest traders are left in contention.  Frolin expertly handles the bargaining, playing the smithies off each other until finally one rich craftsman offers a bid of 19 silver pieces, Dwarf coins from Erebor struck for the King of Dale.  Frolin surrenders the long knife to the proud new owner, who pays the rich hoard to Frolin in return.  It is a lordly sum, nearly enough to equip a knight with horse, corslet, and sword!

 

[Willpower test, TN 12, 7 [roll] + 4 = 11, failure] Frolin is very pleased with himself for his highly profitable transaction, a bit of crafting and selling that would make his Dwarven ancestors proud.  But, these were the same ancestor’s to delved too deep and too greedily beneath Moria… Frolin during dinner hands over 3 bright silver pieces to Finbor, who currently has the party’s purse.  “I sold a trifle that I crafted in Mirkwood to the Lake-men and made a little bundle,” he says affably. “This should cover the cost of the inn and provisions, I think.”  His companions are pleased and impressed, for 3 silver coins is no mean sum of treasure!  Of course, they do not know of the hoard stuffed into Frolin’s own purse, a secret that preys upon his deep-seated Dwarven lust for treasure.  Frolin thinks no more of it now, but his spirit grows slightly tainted with the lure of greed [gains 1 Corruption point].

 

On the evening of June 9th the Fellowship of Four relaxes in the comfortable Golden Eagle tavern, enjoying rich food and lordly drinks.  Though it has come at no small expense, it is a pleasure that the travelers enjoy all the more for knowing that a long journey to the east awaits them.  Rard sits back and sips his oversized ale-mug.  "It seems there are people from all over here, perhaps someone here has heard of Wogan?” he says.  “Should we ask around this place to see what news can be learned?"  Rard spends the rest of the evening looking for someone to play stones with, wagering his handful of copper pennies with a variety of opponents who take up his challenge.  [Games (Stones) skill test, superior success] The Hobbit wins three games for every game he loses, doubling his hoard of copper before the night is out (he now has 40 in his purse).  While playing he passes the time conversationally, attempting to mention a minstrel by the name of “Wogan or Wolan” he once saw.  "Quite good,” he says, “and another fellow who wasn't a minstrel, but still knew some interesting tales.  His name escapes me, but he carried an Elf staff, if you can believe it. Queer fellow, kept to himself, but he did know some tales."  [Inquire skill test, untrained, complete failure] Unfortunately, Rard plays against a series of sore losers who resent the Hobbit’s surprising skill and bitterly denounce his distracting small talk.  Even when Rard offers to return their lost wagers, they refuse and huff away angrily, declining to tell him anything about his queries—even how they feel about the Orc menace!

 

Finbor also spends the evening hours among the local notables, sounding them out on what they know of current affairs, Dorwinion, or the minstrel Wogan.  [Inquire skill test, untrained, complete success]  These wealthy traders and dignitaries are heavily entwined in the affairs of Dale, Esgaroth, Erebor, and the Woodland Realm, and they happily chit-chat about the inconsequential politics between these regions, interesting in their own right but of no special use to you right now.  Word seems to have finally reached this region of King Elessar’s campaign against Mount Gundabad, and while these goodly men all support it they think it is off little importance to them.  Ever since the War of the Ring the Orcs have been a problem for the “far north” or the “far east” and not a concern for Lake-town.  Several of the rich traders know Dorwinion well, having conducted trade with the men of those parts for many years, and one of the men even claims to own a Dorwinion map.  They report that the Dorwinions mostly dwell south of the River Carnen as it bends east to empty into the Sea of Rhun.  There are three towns in the region—Winburg, Marsburg, and Dunburg, each with a population no larger than that of Lake-town.  Much of the Dorwinion population dwells in small vineyard estates in the countryside between the towns.  The Dorwinions do not commonly speak Westron, but rather a tongue akin to the old speech of the Northmen now long forgotten in Rhovanion.  The Dorwinions are master winemakers and normally not unfriendly to outsiders, though the merchants complain that in recent months the Dorwinions have been more on guard and wary.  As for Wogan, a couple local gadflies reveal that they remember he passed through Lake-town last year with a Dorwinion trade delegation.  They boast of having heard him perform, confirming his renowned talent.  Wogan is known to be from the town of Winburg, where he resides in the household of one of the local lords when he is not traveling about performing.  None of the men Finbor talks to admit to recalling anyone by Belemir’s description—indeed, Finbor is the only Dúnadan they have seen this far east in more than a year, for the dwindling Rangers of the North have little call to come to Lake-town.

 

*   *   *

 

Your Fellowship decides it is best to move on from Lake-town as soon as possible, and you inform your merchant-captain of your desire to depart on the marrow.  He quickly assents and tells you to come to the docks at noon the next day.  You all enjoy a comfortable night’s rest in soft beds, for the Golden Eagle is a plush hostelry.  You roll out of your beds sometime after sunrise on the 10th of June, meeting down in the tavern for a hearty breakfast meal of tea, toast with honey, and crispy bacon.  After your meal, you gather together your gear, including the heavy load of trail rations and your barrel of fresh water.  Rard conserves a bit of weight by pitching his soiled old travel clothes, packing away only his heavy clothes.  The Fellowship of Four then sets out for the town docks, where they find the merchant-captain waiting for you by a sleek river sailboat, some thirty feet long.  He has a crew of three men in addition to himself, and together they steer the boat and man the sail.  The captain obsequiously invites you aboard, showing you to a portion of the hold reserved for your packs, rations, and water barrel.  One half of the below-deck hold has been set aside for your living quarters, and hammocks are strung up for you between the bulkheads.

 

Since the sun is already half-way through the sky when you sail away from Esgaroth, the riverboat travels for only five hours on the first day.  Carried by the river’s strong current and blessed with a lucky wind blowing from the northwest, five hours is enough to take you from Lake-town clear through the eastern fringe of Mirkwood, beyond the terminal point of the Old Forest Road.  When the sun begins to set, the boat’s pilot steers toward an outcropping, against which the boat banks and anchors for the night.  You set up camp on the high ground, finishing the rest of your day’s ration allotment before camping out under the stars.  To fulfill your duties, you set up a rotating watch throughout the night, since there is little else for you to do during the besides rest on deck while the sailors ply their trade.  Fortunately, your gravest dangers lay in Mirkwood itself, and now that you are resting clear in the meadows beyond, there is little to fear.  Rard forages when they tie up at night, looking for potatoes and wild mushrooms to supplement the fish he catches in the river during the day.  He makes a few lucky finds this close to the woods, building up a little stockpile to enjoy.

 

On the 11th and the 12th the swift riverboat repeats the monotony of long-distance travel over water—passing tree, hill, meadow, tree, hill, meadow over and over again.  The strong river current and brisk winds carry you a satisfactory distance, well over a hundred miles each day.  Since the sailors do not have to halt the boat’s progress to rest, your party can travel for ten hours each day and still have some remaining light at dusk in which to set up camp.  As the sun begins to sink in the western horizon behind you on the 12th of June, you notice the river ahead of you widening and gurgling into heavy rapids.  “We are no more than a league away from the confluence with the might Redwater,” the boat’s pilot announces, searching for a safe outcropping in deep enough water for him to bank the boat safely for the night.  The pilot has made this trip many times before, though, and he knows there is a perfect spot just up ahead.  “We do not dare negotiate the rapids at the confluence in so little light,” he explains.  “Let us halt here for the day, and we will do better by light of day.  This promontory is a famous waypoint known to all experienced watermen.”  After the boat banks against the outcropping and drops anchor, your Fellowship of Four debouches to set up camp.

 

The promontory is like a little land bridge that juts out from the south bank, which is low and wide and leads up to the grassy ridge running like a wall east to west for a couple hundred yards.  You can see why this waypoint is popular with sailors, for it permits them to camp on a pleasant, flat river beach shielded from southerly wind and rain by the high ridge, screened by tall grasses and copses of trees.  Finbor, however, frowns at the pilot’s choice.  He is trained in the ways of war, and he knows such a bivouac is indefensible: anyone on the ridge can observe the beach in full concealment, and if a troop charges down from the height those on the beach have their backs to a rapid and deep river, with nowhere to run but east or west along the narrow, flat, and wholly exposed beach.  Your band makes its way to where the promontory joins with the beach, carrying all the gear to set-up camp.  The four boatmen have just finished battening down the boat and are preparing to step down onto dry land.  Finbor and Vornmir stand at the fore, with Rariadoc right behind them.  Frolin huffs as he brings up the rear, dropping his share of the load onto the beach and joking loudly about how good it will feel to lie on solid earth again.  [Observe skill tests] Suddenly, Rard gasps and starts to raise his arm to point to the ridge to the south, but Vornmir quickly puts his hand on the Hobbit’s arm and stops him.  “Shhh,” he cautions the excitable Hobbit, “I hear them—men moving in the trees on the ridge to the south.”

 

Finbor gestures for all of you to drop your loads as if nothing is amiss.  “I see them, too,” he says.

Frolin furtively looks around, uncertain.  “What, what is it?  I see nothing.”

Finbor replies in a soft voice, “Bandits, I think, six of them.  Two men with bows hiding behind a pair of trees atop the ridge due south, perhaps 20 yards away.  To the immediate right of the bowmen are a man armed with a scimitar and buckler and a man armed with a whip.  To the immediate left of the bowmen are a man armed with a spear and a man armed with a mace.”

“Do they see us?” Vornmir asks, impressed by his comrade’s extraordinary alertness.

“No, I think not,” Finbor answers.  “They are lying in wait to strike.  The bowmen are preparing to load and draw, and I suspect the other men will charge down upon us after they shoot.  If they still think they have us unawares, we may have time to time to ready ourselves briefly before they strike…”

 

Meanwhile, the four boatmen are climbing down from their vessel onto the little promontory.  They are perhaps 10 yards behind you and blissfully unaware of the danger.  None of you currently has your weapons readied to attack, though Frolin’s axe and Vornmir and Finbor’s spears merely lay at their feet, Rard’s bow is strung and slung around his shoulder, and Vornmir’s shield is strapped to his arm.  The sun is low in the western horizon, providing sufficient twilight for vision and not in anyone’s eyes.

 

Scene 13: Bandits in the East!

 

At dusk on the 12th of June, less than a league from the confluence of the River Running with the Redwater, your Esgaroth sailboat anchors off a small promontory jutting out into the river bend, leading onto a wide, flat, but terribly exposed beach.  It is a well-known waypoint for mariners and, as Frolin points out, apparently well-known to bandits, too!  A troop of six (that you see!) lies in wait in a copse of trees up on the ridge twenty yards to the south, overlooking the exposed river-beach.  Thanks for Rard, Vornmir, and Finbor’s sharp powers of observations, your Fellowship is not caught unawares by their ambush—but you have only precious seconds before they will surely attack!  Quickly whispering your consensus plan to hold the promontory’s neck against any possible bandit charge, Vornmir and Finbor kneel down quickly to pick up their spears and ready their shields and Frolin bends down to pick up and ready his axe.  Rard, meanwhile, turns about and runs back to the boat, calling out a story about “forgetting his lute” on the ship; a skillful runner, the little Halfling quickly reaches the mooring before the crew disembarks, whispering for them to re-embark and hide behind the boat’s thin wooden bulwarks.

 

The startled crewmen quickly reverse direction and start climbing back onto the anchored boat.  Unfortunately, this seems to be enough of a cue to the concealed bandits: the archers draw their strings and the armed men step out from the tree-line and prepare to charge!  Several of the enemy fighters seem ready to move, but they delay until the archers have fired their volley.  Rard is the first on your side to act, pushing the sailors up onto the boat and hopping up after them.  The crewmen drop prone, cowering on the deck.  Rard kneels behind the starboard bulwark, slipping free his bow from around his shoulder.

 

Meanwhile, one of the archers looses his shaft at Vornmir; the arrow falls short, however, not even reaching the warrior.  He then flicks his hand back to his quiver, readying the arrow to be shot.  Vornmir and Finbor then ready their spears, holding to receive the enemy charge.  Frolin follows suit, holding his axe for a clean chop at the first enemy in reach.  The second archer now looses his arrow at Finbor: the shaft flies at the Dúnadan but hits his shield, snapping from the force of impact.  He, too, quickly reaches for another arrow, fitting it to his string and drawing.  At the same moment, his compatriots pour out of the trees with a whoop and holler, charging down the ridge and onto the beach.  Vornmir pre-empts their bold assault with an intimidating battle-cry: "Flee while you can bandits!  This is not an easy catch."  [Intimidate skill test, untrained, -5 penalty for additional targets, failure] Vornmir’s words ring hollow to these brigands, who feel that, with their numbers and superior position, they have good odds of overwhelming you.  Finbor, meanwhile, pulls back his spear and throws it at his first target of opportunity coming within point-blank range.  Since he did not specify a target of preference, random chance turns up the mace-wielder as his victim: the spearhead connects with the man’s leather cuirass, bouncing off but leaving the flesh beneath bruised, dazing the bandit.  Finbor then grabs for his sword-hilt, sliding his longsword from its scabbard.  Vornmir and Frolin, too, are ready to receive the enemy, and without a specified target of choice they simply attack whom chance brings to them.  Vornmir jabs at the scimitar-and-buckler man: the spearhead strikes the shoulder pad of his cuirbolli cuirsass, dazing him from the blow and, more importantly, stopping his charge short before he can reach Vornmir with his sword.  Frolin, nestled between Vornmir on his left and Frolin on his right, steps up to meet the spearman, catching him in the arc of his precisely swung ax: the blade bounces off his leather cuirass, but the bone-rattling blow dazes him.

 

The scimitar-fighter has been thwarted by Vornmir, who keeps him at bay with his long-reaching spear, but the others complete their charge and close to attack.  The whip-fighter purposefully ends his charge at a distance, so he can lash out with his weapon’s truly superior reach, even longer than a spear.  However, his clumsy charge has lost whatever momentum he gained coming off the ridge, so he gains so special advantage.  The man is obviously skilled with his exotic weapon, quite nearly wrapping it around Vornmir’s arm, but the golden-haired warrior, whose strikes now seem swifter than ever, manages to dodge the leather strap.  Momentum carries the spearman into Frolin, however, and he raises the spear high to jab it down upon Frolin, who is already within blade-reach: the spearhead comes crashing down fiercely at Frolin’s head, but with a little bit of courage [1 Courage point spent] Frolin manages to parry the point aside with the flat of his battle-ax.  The mace-fighter crashes into Finbor just as the warrior frees his longsword from his scabbard; the weighted head slams down upon Finbor, but despite being overextended from his previous actions the warrior manages to skillfully parry the blow with his sword and shield.  The first few moments of battle have passed, and your line at the neck of the promontory is holding, unscathed.  You have weathered the enemy charge, and three of the armed chargers have suffered one hit a piece.

 

Vornmir quickly regains the initiative, going on the offensive.  The spearman feebly tries to parry his strike, but to no avail.  Vornmir slams his spear into the scimitar-fighter, punching straight through his cuirass and piercing his belly, wounding the man.  Vornmir follows up with a second stroke, a hard blow to the chest that mortally injuries the man, who sinks to the ground near death.  The brigand spearman, only a second later, takes a stab at Frolin: once again the aim looks to be true, but once again the little Dwarf courageously parries the spearhead aside with his axe [1 Courage point spent].  Rard, meanwhile, grabs an arrow from his quiver and pulls back on his bow.  A moment later he shoots at one of the archers nearly 30 yards to the south.  The shot is at medium range for the Hobbit’s short bow, and half of his target’s body is covered by the trees; normally this would not be too taxing for the eagle-eyed archer, but his fingers slip at the last moment and ruin his shot, firing the shaft far too high.

 

Not dissuaded by Rard’s first shot, a bandit archer takes careful aim at Vornmir, the arrow already nocked in his string.  With his comrades already downed by the warrior, and the whip-fighter at a small distance, his shot is unobstructed and only at short range for the longbow: it is a weak shot that looks like it only barely has hope of hitting its mark, and Vornmir easily dodges aside so that it strikes only dirt.  At near the same time, Frolin swings his axe around for a strike against the spearman—who seems to be hesitant to attack the brave Dwarf too aggressively.  Alas, the axe blow is a little too weak, and the spearman manages to deflect it with the shaft of his spear.  Finbor then takes advantage of the close quarters of the promontory’s neck to attempt a sweep, trying to slash through the mace-fighter and on into the spearman engaged with Frolin: the Dúnadan’s blade sweeps wide at the mace-fighter, who is easily able to block the arc with the weighted head and end Finbor’s assault.  The second bandit archers, his shot at Finbor obscured by his two compatriots, instead takes aim at Rard in the distance, shooting at the furthest extent of short range for his longbow: the arrow is a fair shot and would hit the Hobbit were it not for Rard’s little size compared to the side of the boat, but instead it sinks into one of the wooden planks.  A moment later the whip-fighter manages to recoil his lash, attempting to strike Vornmir, but the warrior is too fast on his feet to be struck by a clumsy whip—indeed, perhaps only the Balrog of Moria could hit him when he is so possessed of celerity!  The timid whip-fighter sizes up his foe, looks down at his stricken comrade, and decides his best course of action is to turn about and jog back south toward the ridge and the trees, crossing about half of the distance.  The mace-fighter is not so craven and tries to pound Finbor: it is a solid swing, but the Dúnadan lordling reserved enough of his momentum to defend with his shield, knocking the weighted head back harmlessly.

 

The fight has raged for barely a quarter of a minute.  Your sailors are safely on the boat, lying prone.  Rard is in front of them, kneeling behind the boat’s starboard bulkward with his shortbow in hand.  Vornmir, Frolin, and Finbor stand nearly side-by-side where the promontory opens up onto the beach.  No one on your side has been even so much as scratched.  The bandit swordsman, however, has been mortally struck by Vornmir and is sinking to the ground near death.  The whip-fighter is fleeing, having crossed about half of the 20 yards distance from the promontory to the wooded ridge.  The spearman is engaged with Frolin and appears to be only dazed from his received blow; the mace-fighter is engaged with Finbor and is similarly dazed from his hit.  The bandit archers are unhurt, but neither have they managed to hurt any of you so far—and, what’s more, they current do not have arrows in their strings (but, for that matter, neither does Rard).

 

As the fight against the bandits rages on, Vornmir swiftly leaps into action.  He jogs a few yards ahead and hooks to his right, flanking the spearman threatening his Dwarven comrade.  The spearman vainly tries to ward back Vornmir’s point, but the spearhead punctures his leather cuirass over his chest, visibly wounding him.  Rard, meanwhile, disappointed at his last shot, has fixed another arrow in his bow and takes careful aim at the opposing archer.  The enemy archer, however, decides to take advantage of Vornmir’s exposed position, grabbing an arrow and swiftly letting it take flight, but the warrior turns in time to catch it against his little shield, effortlessly avoiding harm.  At the same time, the bandit whip-fighter seems to have a change of heart.  Seeing Vornmir blood his comrade, the whip-fighter utters an oath in a strange tongue and charges the gold-haired warrior.  He closes to within a few yards of Vornmir at a full run, attacking from a pincher’s position opposite his spear-wielding friend.  The whip lashes out with superior force at Vornmir, who proves unable to dodge aside this time.  The lash cracks against his helm and corslet, bruising the skin underneath (5 damage); the sudden force of the blow quick nearly knocks Vornmir off his feet, but the stout fighter manages to keep himself upright.  Unfortunately, the whip’s length has wrapped around the shoulder of his shield arm, holding him defenseless!  At the same time, the second bowman finishes readying his shot and lets fly at Vornmir—fortunately, the arrow only glances off his helmet, with no appreciable harm.  Frolin, then, takes a precisely aimed swing at the spearman, careful to balance his axe for a quick defense against any counterstroke, but his arc is too short and he fails to make contact.  Finbor, at nearly the same moment, goes on a full-out attack, attempt two precisely aimed slashes at the man’s upper body: the clumsy mace is unable to parry the swift strokes, and the cuts to his arm and shoulder leave him visibly wounded.  The mace-wielder angrily counterattacks despite his injury, and Finbor is too overextended to block the lucky blow with his shield: the weighted head nicks his chainmail corslet, bruising his sternum (6 damage).  The spearman advantage of Vornmir’s predicament; unable to dodge or parry, the warrior is an easy target even to the bleeding attacker: the point scrapes against his arm, smashing the mail scales into his flesh (5 damage).

 

Frolin is the first to regain the initiative, repeating his cautious mode of attack: the ax-edge cuts at the lower edge of his cuirass, a wound to his thigh that could be incapacitating.  Rard, having completed his careful aim, takes a shot at the archer in the copse: the extra aim seems to be all the Hobbit needs to make contact through the cover, though the arrow only glances off the man’s cuirass, bruising the skin beneath.  Rard takes advantage of his remaining momentum to grab another arrow and try to follow up with a second shot, but this time the shaft sinks harmlessly into the covering tree.  The whip-fighter suddenly yanks on the lash wrapped around Vornmir’s shoulder: despite Vornmir’s great strength, his opponent has too much of a leverage advantage and drops him prone.  The archer previously threatened by Rard now returns the favor, landing a fairly lucky shot through a gap in the boat’s bulwark: the arrowhead grazes Rard’s thigh, drawing blood (7 damage)!  Vornmir, meanwhile, tries to struggle free from his predicament, but even as he twists and flails with all his strength he is not able to wrest himself free from the lash of the strong and skillful whip-fighter.  The second archer joins his comrade in trying to take out Rariadoc: the arrow slices past his arm, drawing a little more blood, but the hardy little bowman is unhindered by the dazing pain (4 damage).  A second later Finbor repeats his barrage of masterful strokes against the mace-fighter, precise but still dangerous.  The wounded mace-fighter tries to block the first stroke, but his parries feebly misses and Finbor’s sword-edge cuts through his cuirass and rips into his chest; the follow-up stroke punctures the cuirass at his neck, slaying him outright.  The bloodied spearman, frightened by Finbor’s skill and his comrades fate, drops his spear and backs away from Frolin, limping away at a hobbled jog, getting about half-way to the ridge.  Despite his pleasure at Vornmir’s discomfort, the whip-fighter quickly perceives that he has no chance of standing against both Frolin and Finbor alone.  He, too, lets go of the whip and jogs south back toward the ridge, quickly catching up with his fleeing compatriot.

 

As your foes flee from you, Vornmir is able to rise to his feet and shuffle off the lash binding his sore but not significantly injured shoulder.  He stands over the mortally stricken scimitar-bandit and shouts out, "Your men do not have long to live!  If you wish to parley for their release, you must return soon in surrender.  Their wounds are grave."  The enemy archers ready arrows and hold their shots, trying to cover their comrades’ escape.  Rard, too, readies an arrow and takes careful aim again.  Frolin shows no interest in pursuing the bandits, instead dropping to his knees to examine the dying swordsman—he knows the slain mace-fighter is beyond all aid.  Finbor, though, knows that so long as the archers are picketed in the woods your Fellowship remains in danger.  The mighty Dúnadan advances wildly toward the archers, waving his sword and uttering his battle-cry, “Lamedon!”  As soon as Finbor starts to close in on the fleeing bandits, the archers let loose their arrows.  Finbor trusts to his shield to guard him, but with higher elevation the archers are able to land two lucky shots!  The first arrow pierces his mail coat, cutting a chink in his armor, but the point is stopped by his arming jacket underneath and only bruises his ribcage, leaving him dazed (9 damage); the second arrow strikes his corslet and snaps, further bruising his chest’s bone and muscle, leaving him on the edge of being injured (5 damage).  But, Finbor’s advance is irresistible, his battle-cry fearsome: having landed their parting shots covering their friends’ flight, the intimidated archers turn tail and flee deeper into the woods.  The unarmed bandits formerly facing you in hand-to-hand combat also desperately fly from Finbor, the unhurt man helping his hobbled comrade reach the relative safety of the woods… 

 

By the time Rard is ready to loose his aimed arrow, only the hobbled bandit’s back presents itself as a target; the Hobbit lowers his bow, declining to take such a cruel shot.  Finbor continues his pursuit into the woods, making sure the bandits are chased completely from the beach.  With the fierce Dúnadan in pursuit, the bandits do not look back and hastily quit the field.  Finbor makes certain that there are no more bandits in the nearby woods—these six men were apparently striking out on their own.

 

Vornmir checks promontory, the beach, and the ridge for signs of tracks.  For such a remote and desolate place, he finds it well-traveled.  He suspects that sometime virtually every week some traveling party uses the area as a camp site, perhaps mariners, perhaps bandits preying upon them.  Finbor, returning from his pursuit, joins Rard in cleaning up the area.  They gather the whip and the spear left behind by the fleeing men, as well as the mace, scimitar, and small shield dropped by the vanquished.  The leather cuirasses worn by the dead and dying were ruined by your attacks and are unsalvageable.  The bandits left behind no treasure, their loot undoubtedly squirreled away in some hiding spot in the distant wilderness.

 

Finbor has taken 20 points of damage, officially putting him in the Injured (-3) column; his chainmail corslet now has 1 chink in it (reducing its protection value to 4).  Vornmir has taken 10 points of damage, though he is still Healthy (-0).  Rariadoc has taken 11 points of damage, putting him in the Dazed column (which is still -0 to the “Hardy” Hobbit); he has 14 arrows left in his quiver (no, the spent arrows cannot be salvaged!).  Frolin is unscathed.

 

Frolin examines the dying bandit and discerns that his injuries are mortal; he will expire within the night if not treated, and even then there are no guarantees so seriously is he wounded.  Frolin’s magic is somewhat limited—he has never used his Healing-spell before, and it would take an act of Courage (using his last point) even to have a chance of succeeding.  Using his Healing-spell a second time in short order would be just as difficult.  Does Frolin use his Healing-spell on the bandit or on one of his own companions (and, if so, on whom?), or does he not use the spell and reserve his last point of Courage?  Is he willing to use his new healing kit, and on whom?

 

*   *   *

 

The sailors emerge from the boat, profusely grateful for your protection.  The merchant-captain shakes Finbor’s hand, vouching that his presence is worth the lost cargo space on this trip!  With the bandits defeated, you are able to set up a secure campsite on the beach.  Rard cooks up your rations into as delicious a meal as possible (you have 27 days remaining apiece).  You set up a night watch up on the ridge, making sure that nothing can threaten those sleeping below on the open beach.  The night passes uneventfully, and in the morning your traveling party rises fully rested.  It is now the 13th of June, and the River Carnen awaits you.

 

The story continues in Part III (click here)

 

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