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Year 2950: Those who Tarry no Longer


Vladim

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Silently, Thammegil crept through the trees, halting at the edge of a clearing, ensuring he was well hidden from view.

 

The lights, it transpired, were from campfires.  Many campfires by the looks of it, but not the fires of men, these were the fires of Orcs.  Big ones too - Uruks by the looks of them, and at least two dozen in number.

 

He raised his bow, knocked and drew an arrow, holding the tension in his bowstring, knuckles resting against his jawline, a silent snarl upon his lips, arrow point tracking what he assumed to be the leader of this band.

 

One breath ... two.  The tension in the string was beginning to tell as his draw hand began to shake with the effort.  Slowly, he exhaled and relaxed his aim, there was no use engaging with these foul creatures alone.  He was way outnumbered, and the best case outcome would be to simply confirm the company's presence in the area.  Better, for him to return to the camp and warn the others - this was a battle they could not likely win as they were.

 

Grumbling under his breath at the wasted opportunity, he shouldered his bow and placed the arrow back in its quiver before silently blending back into the trees and making his way back through the woods to where his companions were camped.  They needed to move, and swiftly.

 

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BlainBlain crept forward as he was taught, careful in how he shifted his weight, finding spots on the ground barren of branches, keeping one hand on his blade to prevent it from clinking or to quickly draw it, the other to gently shift any branches aside. He once more mentally thanked himself for having the presence of mind to insist on bringing along a pair of boots that were modified with softer soles. They would wear out quicker, but that could be fixed. Most of his companions had decided to go as well - that was good, they could compare what they noticed, and if worst came to worst, they could put up a fight. Peering through the bushes at the encampent ahead, Blain bit his lip to not mutter a curse. Orcs. Two dozen, at least, with some bigger than others. To his left, the Ranger Arton raised his hand, fingers spread, and unfurled them five times. Realizing he wanted to compare counts, Blain reported the same way, then tapped his sword and shook his head, indicating they should retreat and try to avoid this encounter. Though they would have the advantage of surprise, they were outnumbered by far, and their job was not to weed out orcs but to escort the Lady Irime. 

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Arton of Gram

Nodded Grimly as Blain confirmed his own count. Arton signaled for Thammegil to lead the scouts back to the camp. Arton would bring up the rear and raise the alarm if any orcs seemed to be in pursuit. 

 

Rear guardArton will volunteer to be the last scout in the file, in order to ensure no orcs sneak up on the retreating scouts. Do I need any rolls for that?

 

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Though they were perfectly quiet, the companions who had gone into the night to scout towards the fires were in agreement, and able to communicate said agreement effectively. After a few signals, they decided to return to their own camp, and melted quickly in the darkness. To the orcs, they were as if invisible, and though Arton had taken the rear, thinking ahead that he could fight them off if they were discovered, such caution proved wise yet ultimately unnecessary.

 

They returned to an alarmed Elhadron, who harkened towards the distant orc-fires, and could hear their approach much sooner than any mortal ever could. But these were his companions, not enemies. As they exchanged information amongst themselves, the lady Írimë was quick to counsel them to hasten, even by night. They simply could not remain so close to foes and peril.

 

OOC

There's no need for rolls for Arton or anyone, as the company is able to return to their own camp and regroup without any of the orcs realizing their presence. So all good!

 

Everyone should apply +1 Fatigue now for the previous day's marching. There was a chance for a positive event but given the failed Explore checks from before, it does not happen, but all good!

 

The characters should now decide how to continue. Obviously, Írimë is for departing at once and continuing the journey to the High Pass, but you can also choose something else (like seeking safety in a refuge like Beorn's house or Mountain-hall or another settlement, or attacking the orcs in favored terrain, or whatever). 

 

If you continue travelling towards the High Pass, I will need a Travel roll from Bláin, as well as Explore checks from our scouts (Arton & Frida). The latter represent the scouts moving ahead, and trying to find paths unwatched by orcs as the company nears its destination. If both Explore checks fail, every companion will see their Fatigue rating raised by one point, as they trudge along stony tracks, the Orcs at their heels.

 

You can also decide if you are departing at once, in the night, which mechanically will translate to a Forced March. The new mechanics have this to say about a forced march:

‘If the Company undertakes a forced march, count one day for each two hexes in the journey path instead of one, but each Player-­hero accumulates 1 additional point of Fatigue for each day of forced march.’

 

Essentially, what I'm going to rule is this: It would normally take 1 more day to reach the foothills of the Misty Mountains, but if you do a forced march, I'll rule that you arrive there more quickly, say in just half a day.

 

Good luck!

 

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  • 2 weeks later...

It did not take long for the company to reach a consensus: They had to set out at once, and move at speed, and hope that the darkness would cover their trail, but that they would still be able to navigate it. Írimë, though unnerved by the presence of so many orcs so near them, was relieved that her counsel had been heard and agreed with, and was eager to depart.

 

Now the hardest task fell to their guide and scouts: the former to set the pace and to lead them into the black night, and the latter to explore ahead, seeking to avoid dangers and find the best paths without getting lost themselves.

 

OOC

Based on the Discord discussion, setting out at once and doing a forced march is what the majority favors.

 

As mentioned above, now we must:

1. Have the guide (Bláin) roll Travel.

2. Have the Scouts (Arton & Frida) roll Explore.

 

The latter rolls represent the scouts moving ahead, and trying to find paths unwatched by orcs as the company nears its destination. If both Explore checks fail, every companion will see their Fatigue rating raised by one point, as they trudge along stony tracks, the Orcs at their heels.

 

You will also gain +1 Fatigue because of the Forced March, regardless of rolls. Don't apply it yet; I'll tell you when you need to do so.

 

Good luck!

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Knowing full well their peril, the companions departed at once and at speed, despite all weariness. Their destination lay to the West, and tantalizingly close to where they stood, yet now haste was mixed with caution. For if they allowed the orc-band to discover them, and even if they managed to gain the upper hand against these Uruks, still Írimë could be placed in danger.

 

They moved by moonlight, daring not to light torches, fearing that they would be spotted. Amongst them, Arton took the lead in scouting ahead, yet not as far as to risk losing them. He made good progress. In the darkness, the company seemed to slowly gain ground, advancing steadily and stealthily along well-hidden paths. For though these lands were both new and foreign to him, his experience in the wilds of Eriador had taught him well.

 

After a few hours, they felt as if they had placed sufficient distance between themselves and the orcs. And though it would be long still for the light of the sun to break, they allowed themselves to relax their pace, if only slightly. The strain had taken its toll, and all felt keenly tiredness in their feet and legs, and even Bláin struggled to guide them onwards. But onwards they went regardless, continuing the relentless march without pause.

 

A few more hours passed thusly. Dawn was now approaching. In the dim light that was the herald of the sunrise, Elhadron's elven eyes were keenest. He too had marched ceaselessly with these mortals, but had not forgotten his task as look-out and watcher. And more than once his eyes had caught glimpses of shadows lurking in the mountains that now rose ahead of them, as if to greet them.

 

Goblins. Many of them. They lay hidden in the hills, as if in waiting. Clearly, these orc warbands were no random misfortune: they were part of a great design set into motion by someone. Perhaps the Enemy. They seemed to seek to slay Írimë, or steal her from them. And the lady seemed aware of it.

 

OOC/Mechanics

A summary of the mechanics from the journey:

  1. Blain fails his Travel test, resulting in +2 Fatigue points for everyone. @Diofant remember if a skill is favored in 2nd edition, you can make a favored roll (and Blain's Travel is favored).
  2. Additionally, +1 Fatigue for everyone (total +3) because of the forced march.
  3. Arton is successful in scouting ahead and keeping the fellowship unseen. No additional Fatigue gain.
  4. Remember, if anyone's Fatigue & Load exceed their endurance, I can look up the Weary rules for 2nd edition (I don't remember them right now but let me know so that I can bring them into play).

 

And this is the summary of the current situation:

  1. Now dawn is soon approaching, and the company finds itself standing at the foothills of the Misty Mountains, and ready to start its ascend towards the High Pass.
  2. To give Elhadron a moment in the spotlight, let's have him be the first to spot the shapes of the Misty Mountains goblins. Ideally, he'll pass the info to the remaining PCs. But as @Varon777 is on holidays, I'm also good to hand-wave it to avoid delays, for example by having Írimë point it out to the other PCs (feel free to post so if you want).
  3. There's lots of them. I won't give you exact numbers just yet, but assume a dozen sightings or so after a while. Actual numbers likely much higher.
  4. Varon should make an Awareness check for Elhadron; failure results in +1 Fatigue for the elf. Feel free to flavor it as extra weariness or minor despair for seeing the goblin-shapes and realizing that there's some grand design behind this, or however you want. 
  5. The prewritten adventure is a bit heavy-handed in how it handles this next bit. It basically forces a fight on the PCs and does some railroady things. I'll try not to do that. Some ideas: (a) Try to rush ahead, using speed (Athletics) and fighting your way through; (b) continuing with Stealth, and hoping to remain undetected; (c) finding a strong place to fight (e.g. with Battle); (d) anything else you might think of.
  6. Basically, let me know what you prefer (ideally IC) and we can proceed with that, I think there's little need to railroad things. 
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"Hold," Elhadron said, softly, speaking so that only the others could hear without his voice carrying far beyond the party. "We have been driven forth to an ambush, I fear, for the goblins of the Mountains lay in wait, lest my eyes deceive me." He slowed and gazed up at the mountains before turning to lack back behind. His heart sank beneath him for a moment as the implications rolled through his mind. "I fear it was some cunning mind that allowed us to see the bonfires of the Uruks of Mordor, to urge us further into the wilds away from the assistance of the Beornings." 

 

 

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Arton of Gram

Arton halted as bidden by Elhadron. Elvish senses were sharp and only a fool ignored such a warning. 

 

"Then we are nearly caught, but not without hope. Have the goblins ahead of us sighted us? If not, we may yet elude them. A strong war party could move ahead, attack the goblins quickly and then move north along the foothills.

 

The orcs would surely follow and leave a gap for Irime and a companion to move through. If the war party can move a few days north, they could make the Beorning holds and safety. I will go with the war party if we take this course."

 

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thammegil_ranger.webp

Thammegil placed a restraining hand upon his brother in arms' shoulder.

 

"Nay, Arton." he said, "Your role needs to remain with the lady we are tasked with escorting.  These fine Elves will need you to scout the trail ahead if they are to safely navigate any ambush."  He sighed deeply, "The group has enough provisions to at least see them to the peak of the high-pass, plus I'm sure our Elven companions will have some secret stores of that waybread they make, so my job as hunter now pivots from food to a different kind of game meat altogether."

 

He nodded towards Elhadron, "My eye may not be anywhere near as keen as your own, but both my bow and sword arms can match yours for strength, I'll wager.  If we must skirmish, or stand and fight, I'm your man."

 

Turning back towards Arton, he proffered an outstretched arm, "If you can, lead the group through the Goblins above and find somewhere defensible to hole up.  Surely we can only skirmish for so long before we're overrun, no matter how large, or small, our warband is.  If we can buy you time to dig in, we can lead these foul creatures right into a trap and turn the tables upon them.  What say you?"

 

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BlainFor the third time, Blain cursed into his beard. How many more times was he going to misread the landscape? Should he have simply stayed home and worked on his smithing? He clearly possessed some skill in stealth, so perhaps there was some future for him in this business, but as guide, he had utterly failed. The dwarf cast a dark look at the sky, and caught a glimpse of a slowly brightening sky. "...Dawn will soon be upon us. It may be weak, but even if they go after us in daylight, their eyes will be blinded." He gestured  towards the pass. "We may yet be able to sneak past them without a fight. At the very least, we would be able to get further away, and perhaps surprise them when we do need to engage."

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Artonj of Gram

Arton listened to his kinsmen. The plan had merit. 

"I think we could find such a place. Do you think the skirmishing band could evade notice after a few hours and come in behind the Mordor orcs as they run into our ambush? Caught on two sides, we could make short work of even a good sized band."

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thammegil_ranger.webp

Nodding, Thammegil responded.

"Aye, I think that, with the help of the Elf over there", he indicated Elhadron as he spoke, "I think we can lead them on a merry chase.  What do you think Master Elf?  Care for a little Orc Baiting?

If we can pique their interest, then their anger should carry them forwards, if we can remain hidden in the trees and rocks, then we can draw them towards you, then circle behind and pick them off with arrows.  Hopefully, if we can make a decent showing of culling these Orcs, the Goblins will think twice about lending them aid."

 

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spacer.pngLady Írimë listened to the exchange carefully, not speaking herself. But even though veil and hood obscured her features, her growing concern was as plain as day. Whether or not she understood the plan in full, and whether or not she agreed with it, none could tell. But she did not voice any protest, and so the final decision was left to the band.

 

As they continued their deliberations, she took a few steps away from them, drawing near a lone small tree. Turning her gaze upwards, towards the foliage, she whispered an old tune that sounded like the singing of the nightingale, though only in the feeling that it evoked, and not its form. Those who still observed her saw her stretch out her arm, and the small shape of a sparrow soon landed in her hand, and then the little bird flew away as quickly as it had landed.

 

She returned to the rest with the same solemn expression that they had seen on her, and made ready to follow them, come what may.

 

OOC

First of all, I need everyone in the group to make a kind of skill roll to represent finding a defensible location. Battle is the obvious choice, but others like Awareness (looking for a spot) or Explore (scouting ahead) can work.

 

After that, let's have you split into two groups as per your plan. One group can stay in the place where you make your stand, with Írimë. You can make rolls to prepare it, like surveying the scene (Battle), finding boulders to roll down on the orcs (Explore), change some of the terrain to your advantage (Athletics) etc. If everyone failed the previous roll (finding a good spot), then these rolls will be penalized.

 

The other group can go out and try to bait the goblins or Uruks (your choice) into attacking early. You can do this in a variety of ways like trickery (Riddle), provocation (Awe), sneaking (Stealth), luring (Hunting), or whatever you see fit.

 

Good luck!

 

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  • 2 weeks later...

spacer.png

 

It was once again Bláin that took the lead, and guided them stealthily through the foothills of the Misty Mountains, seeking two things: to avoid the goblins as best he could, and to find a strong location that they could hold, and push back against their enemies despite their overwhelming numerical advantage.

 

Whether it was fear of further failure, or a realization of their grave peril, or perhaps a good understanding of the ways of goblins that pushed the dwarf to do his best, only he could say. But as the sun rose from the east, and as dawn became morning, he proved successful in both his goals. Baring a few close brushes with the goblins, he had kept the company unseen, until at last by his design or perhaps mere good fortune, he brought them to a place that was by far the best than any they had been able to find for making a stand.

 

Here, atop a hillock, stood the ruins of what must have been at one time a ring-fort. Perhaps 'fort' was too grand a term for it, as even in better days, this old fortification must have consisted only of a ring-shaped earthen bank around the hilltop. A small settlement had probably stood here, decades ago: possibly a watch on the pass, or a shepherds' cabin. It had long since vanished, leaving only a few stones as traces. But the earthen bank remained, and was in moderately good condition, affording the company an advantage in defense.

 

There were only two easy approaches up the ring-fort, so the goblins would have to follow these winding mountain-paths, and as long as the company  could defend them, they stood a chance to hold this place. Reasoning that they could find no better place under these circumstances, they moved in swiftly to occupy it, and to make further preparations in what little time they still had.

 

OOC

I am using the Ring-fort from another adventure from Tales from Wilderland (Of Leaves and Stewed Hobbit), which we didn't run, and most likely will not. Actually, it technically did happen, but it was in the background, and it wasn't played out, and it only involved Dahr-Ol and Annungil.

 

Anyway, it seems a shame not to use the map and description, so here you go. If you are familiar with this place know that it may not 100% correspond to the book; for example, I'm going to go ahead and say that this Ring-fort has no underground hidden passage (which the one in Of Leaves and Stewed Hobbit does have).

 

Anyway, the place is yours if you want it. Now you can proceed to the other parts of your plan. Just copy-pasting from above as a reminder:

 

After that, let's have you split into two groups as per your plan. One group can stay in the place where you make your stand, with Írimë. You can make rolls to prepare it, like surveying the scene (Battle), finding boulders to roll down on the orcs (Explore), change some of the terrain to your advantage (Athletics) etc. If everyone failed the previous roll (finding a good spot), then these rolls will be penalized.

 

The other group can go out and try to bait the goblins or Uruks (your choice) into attacking early. You can do this in a variety of ways like trickery (Riddle), provocation (Awe), sneaking (Stealth), luring (Hunting), or whatever you see fit.

 

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Elhadron followed to the rear, keeping his eyes to the gloom behind them, watching for movement or the glint of starlight, but their paths were providential. They eluded the goblins both ahead and behind and reached something of a place to which they might hold out until the dawn. An old ruin, perched atop a hill, whose descriptor gave Elhadron the strangest sense of familiarity, but he had seen many such places in his time with the wandering companies of the Noldor and many a tale told of ruins within the mountains. 

 

But that concerned him not at the moment. He guided his horse into the circle and let it roam free to graze at what grass might grow there. He loosened the sword in its scabbard and hung his buckler from his belt where he could easily reach it and tested the tension of his bow. 

 

"A long night lays before us," he mused, "Although perhaps we may be fortunate. Beorn is said to wander these mountains, is he not? Or perhaps the eagles upon the peaks will render us aid." 

 

 

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