Monday, December 23, 2013

Don't Leave the Path

 Spring of 2946 - Woodland Hall

New Friends

Our adventure first finds The Bright One and Tiriel as acquaintances.  Tiriel has been on the mend in the Woodland Hall for several days and The Bright One has been one of her primary 'physicians.'  While The Bright One is far from a healer, she is well skilled in herb-lore and has been zealously providing the needed items for proper healing.  As the two interact, The Bright One makes it well-known that she desires to leave the Woodland Hall and seek adventure elsewhere.  Tiriel's primary motives are to avenge the deaths of her comrades to the Orcs in Mirkwood.  She sees The Bright One as a trivial child of the mortal folk who is not worth her effort.

One morning a merchant and his son arrive in the Woodland Hall selling wares from Esgeroth, Dale, and Erebor.  The Bright One ventures out to see his goods and meets the merchant's son, Belgo.  Conversation ensues and the Bright One learns that Belgo has been traveling with his father ever since the dragon, Smaug, destroyed their lavish residence in Esgeroth and killed his mother.  His father rescued him from the burning home but could not find his mother in time.  Belgo directs the Bright One to his father Baldor, who sees her enthusiasm and offers the freshly available position of caravan guard as the couple travel back up the river Anduin and through the Forest of Mirkwood.

The Bright One tentatively accepts with zeal and rushes to see if Tiriel will join her on the adventure.  After some pestering and prodding, Tiriel accepts.  The merchant is meeting elvish friends in the Woodland Realm and that is where she is headed anyway, so she may as well tag along and ensure the girl's safety.

Up the River

The adventurer's set off the following morning after Baldor has finished his business and packed up shop.  The four folk leave with a cart drawn by pony to the west with the intent of following the Anduin up to the Elf-Path.  Tiriel takes up the lead of the company and while leading the way through the Eaves of Mirkwood to the west of the Woodland Hall she inadvertently takes the company in circles, costing a day of travel, much to the detriment of her ego.

After successfully navigating their way out of the woods and to the river, they follow it up a short way before entering the small village of Stonyford, Baldor's final stop of his salesmen circuit.  The company is greeted by a greybeard named Hartwulf, the leader of the town, and his ever-suspicious daughter Ava.  They allow them to enter the village, but only because they are familiar with Baldor and Belgo.

Though initially cold to the strangers, the villagers warm up at their courteous nature and invite them to partake in dinner around the fire.  Stonyford is a very simple village and an equally simple meal of fresh-caught fish fills the bellies of the hungry women.  Around the campfire Tiriel sings songs of Greenwood the Great and mingles with a man named Helmgut and his foster-son, Oderic, about the craft of boating.  The Bright One basks in the glow of a fire as she is now the furthest she's ever been from home.

In the morning the company sets off toward the elf path along the rolling hills and charming scenery of the vales of Anduin.  To the west the company is constant reminder of the Misty Mountains.  Likewise, the east is in the constant shadow of the edges of Mirkwood, which grow gradually closer as they continue their path of the river toward the Elf-Path.  One afternoon the Bright One notices a few young ponies pleasantly grazing and decides to try and 'tame one,' as she put it.  This small effort did not go well and she forced to walk off a sore bum the rest of the day - the only reward for the attempt!

Further up the river Belgo has a small episode while trying to play in a beaver's dam on the edge of the river.  An ornate talisman he had been wearing throughout the travels got caught on a branch and fell off.  Just in time the boy grabbed it before it washed away, however he also fell in the river.  Luckily he is able to pull himself out, coughing and sputtering, while earning the stern hand of his father.  He later explains to The Bright One that the talisman is the last thing his mother ever gave him and it is his dearest possession.

At the conclusion of several days travel up the river the company finally arrives at the Elf-Path right on the edge of Mirkwood.  Baldor offers them a final word of warning before they set off into the darkness - don't leave the path!

The Elf-Path

It doesn't take long for the the oppressive nature of Mirkwood to affect the travelers.  What was once a somewhat jolly group traveling along a scenic river is now a  subdued, quiet, and weary bunch with long shadows extending on their faces.  Conversation is scarce and eyes are vigilant as shadows loom from all sides of the path.

Day after day goes by with some fatigue starting to set in to the adventurers.  On the seventh day of the journey, toward evening, an unusually serene clearing is a very welcome sight to Baldor and Belgo.  Tiriel recognizes it as a former scene of feasts used by the Elven-King and his folk but it has been abandoned for sometime.  A small brook runs on its edge with an eerie peace and tranquility.

While The Bright One and Tiriel are nervous of such a picturesque setting, Baldor and Beglo have already begun unpacking so they set up camp and take turns with the watch.  In the middle of the night Baldor awakes to fetch some water from the stream.  Tiriel is on watch and forcefully tackles the old man before he is able.  A testy argument ensues about the safety of the drinking water with Baldor reluctantly yielding.  Unbeknownst to Tiriel, however, in the morning Baldor scoops up some of the water into his cantine, more out of spite of being told what to do in front of his boy than anything else.

This proves to be Baldor's undoing as when he first takes a sip around midday of the following march he immediately shrieks like a madman and sprints into the forest off of the path.  The women leave Belgo on the path with the pony (with fervent instructions to stay put!) and follow the madman's tracks through the forest.  Since he is sprinting they are easy tracks to follow and the women eventually are directed to a small clearing where they die.  However, there are remnants of cobwebs hanging on nearby trees and what appear to be drag marks on the ground - an ill-omen.

After following the drag marks the two companions discover an abandoned fort of old.  It appears ancient in its construction and is all but succumbed to the ruin of the wood.  All that remains is a single watch tower whose interior exposed and a long, narrow wall jutting from it.  The rest is crumbled, jagged stone.  At the top of the wall hangs a wriggling sack of web, just the shape of an old, foolish merchant.

After gazing around the company is met with a decision - climb the side of the wall directly to Baldor or risk the stairs in the tower and creeping along the narrow ruins.  Tiriel decides to take charge and begins climbing the wall.  Just as she was about to reach the top her grasp slipped on a loose stone - mustering all of the hope and energy she had she flung herself madly to to the top and just makes it safely.

The top of the wall is covered with dense layers of spiderweb.  Every movement sends vibrations flying down the labyrinth.  Tiriel hastily cuts down a confused Baldor and begins to lead the two of them down the tower when a flurry of motion on the webs indicates company.  From behind she is greeted by a large attercop, its long digits clicking in frightening succession, its fierce agility on full display.  Tiriel quickly pulls out her short-sword and puts Baldor behind her.

Tiriel's blade dances about the spiders spindly frame as neither deal a damaging blow.  As the battle ensues, the Bright One rushes up the tower just in time to meet a second attercop.  She, however, wastes no time.  With one fell swoop and spin she severs the spiders head in two with a heavy blow from her axe.  Peering to her side she notices her elf-friend has become tangled in web.  The Bright One rushes to aid her, cuts her free while defending against the attercop.  Unfortunately she is not quite in time, as a fang has penetrated Tiriel's side.  In distance more spiders can be seen rushing towards them so the company abandons the fight and dashes off back into the wood.  After carrying on at the fastest pace possible for hours, they safely arrive back at the path.

With breath's caught, it is discovered that Baldor has suffered from a terrible spell.  All of his memories from the past five years have vanished.  When he first drank he thought he was back in Esgeroth with the dragon attacking.  Now he does not recognize Belgo, much less the company.  A cold and uncomfortable air flows between father and son as both look with resentment on their only remaining family.  The Bright One does her best to tend to Tiriel's wound.  While initially unsuccessful, throughout the rest of the day's journey she is able to remove any vestiges of venom and patch the wound.  Tiriel is still in rough shape, but able to move at a normal pace.

 Don't Trust the Locals

A few days later the silence of the company is broken by a series of brewing storms.  The first occurs in the form of an explosive argument between Baldor and Belgo.  Emotions are tense and Tiriel attempts to step in, receiving the scorn of Baldor for her interference.  The end of the path simply will not come soon enough.  While the voices are being raised, a deep thunder competes in volume.  Before the company knows it a deluge has formed about them and has soaked every bit of their bodies and equipment.

The Bright One attempts to hide Belgo underneath the cart for protection, but in the midst the path starts to flood and he takes in deep gulps of muddy water.  Realizing that won't do the company looks around for shelter.  The women both notice something an odd just off the path - a curl of smoke is coming out of the top of the tree, almost as if it were a chimney.  Tiriel stays with Baldor and Belgo while The Bright One and her faithful dog, Odo, investigate.

Upon closer inspection she discovers it is in fact a home!  A gigantic tree appears to have been hollowed out.  There is a small tunnel leading to the interior.  Even from the outside, warmth and dryness can be felt emanating from the tunnel.  The Bright One creeps through the tunnel into the abode.  She is met with a currently empty, but clearly inhabited living quarters.  In the center is a cooking spit with some unknown meat roasting.  Peering about she sees a small, dark alcove with other vegetation and meats stored.  hanging from the carved ceiling are different dried herbs and more unknown meats.  The style of the cabin has an eerie familiarity to her - it appears to be of Woodsmen origin.

The Bright One quickly gathers the rest of the companions and leads them all inside.  While looking around they notice a series of eerie carvings on the wall. Upon closer inspection it appears that on every inch there have been carved scenes of torment and pain.  While the company huddles by the fire and gazes around uncomfortably, a horrid smell meets their noses.  Within moments sloshing can be heard a figure enters through the tunnel.

The has a crazed look about him. Not only does he smell horrid, but he looks as though he has been living in a tree for decades.  He is immediately alarmed by the company's presence and instructs them they must leave.  The Bright One begins to calm him down a bit, but Tiriel steps in to try to take command of the situation.  She does not choose her words carefully and quickly offends the man.  He raises his long-axe and threatens to attack if they do not leave immediately.

The company books it out of the home back into a steady pour.  Its still wet, but isn't the deluge it had been before.  Soaked and uncomfortable, the company continues along the path.

The Thing in the Well

The next day the storm has passed and the company starts to feel the approaching summer.  The humidity is dense and there is a stupor over the company as they continue on the path.  They feel the full weight of their two weeks in Mirkwood.  By midday their slow trot comes to a near-standstill.  Belgo and The Bright One desire a break to rest and as soon as they are allowed they fall into a sleep.  Tiriel is cautious and attempts to sing a song of cheer to little avail.  Whilst sleeping the Bright One dreams deep of a powerful war axe, just out of reach.

All of a sudden, seemingly out of nowhere, Belgo leaps to his feet and plunges into the woods, screaming for his mother.  The madness awakes the Bright One and while the company is still weak, they trudge after him.

After a short distance they come to a small clearing, in the center of which is low ring of stones - it appears to be some type of well, though all that can be seen in the pit from the edge of the clearing is darkness.  Upon a closer look, the Bright One believes she can see the glint of the axe from her dreams just inside the well. She approaches it, mesmerized.  Baldor similarly shouts Belgo's name and wanders towards the well, leaving Tiriel alone cautiously observing.  As the two approach the well, thin, slinking vines emerge and begin to wrap themselves around their unsuspecting victims.

Tiriel dashes to the rescue and after some jostling is able to convince Baldor of his present plight, however the Bright One seems to think the weight of the crushing vines is the heavy axe being slung to her back.  Tiriel, wielding her short sword, begins to hack and slice and the tentacle-like vines which are now threatening her.  Baldor turns his attention to the Bright One and attempts to barrel into her, knocking her from her stupor.  The combined force of Baldor and the vines force aloud crack from her ribs, however the pain and shock is enough to wake her from her trance.

In the confusion Baldor drops his weapon but The Bright One is able to slice through some vines in his defense.  The trance raised, the well and creature come into full focus.  It appears the vines are acting on one accord - the nature of this ancient devil is unknown, but it is clear that the creature has been at work for as long as the forest has existed.

Tiriel slices her way to the edge of the well where she sees Belgo unconscious on a ledge about ten feet down.  He is huddled in a ball, clinging to his talisman, whispering "mother, mother..."  She quickly climbs down into the well, using one hand to support her weight, the other to fend off vines.  She is able to wake Belgo out of his stupor and helps him climb out of the well.  She is aided by The Bright One's discovery and quick dismembering of the largest visible vine.

With the quarry removed from the well and the monster wounded, the vines begin to retreat back into the well.  The Bright One begins to search the area before the all-clear is given, however, and receives one last last from the beast.  The company takes that as their cue to leave and returns to the path.

They share their dreams and visions and peer about uneasily as the weight of the forest has never been heavier.  Belgo is clearly shattered, having believed his mother was in the well.  The Bright One speaks words of wisdom and encouragement and is met by a spark in the boys eye as he shows he's made his first friend.

Over the final few days the enchantment from the stream begins to wear off of Baldor, though he is still cold, particularly to Tiriel.  Finally, the company meets Baldor's elven friends - Amras, Galdor, and Gallion on the edge of the Woodland Realm and they are escorted the rest of the way.

Tiriel exchanges the news of her fallen comrades with the elves upon arriving home and the two companions are invited to rest and recover.  Belgo tearfully says goodbye to The Bright One and cordially bids farewell to Tiriel.  Baldor pays the two their promised reward (two treasure) and bids farewell, thanking The Bright One for her help with Belgo.

Fellowship Phase

The Fellowship Phase of this adventure is spent in the Woodland Realm recovering from the wearisome journey.  The Bright One, though tired and sore, finds her spirit even more adventurous.  Tiriel spends time in song and meditation, trying to break off the spell of shadow from her fallen companions and the long travels.

With the company's first adventure under their belts, a friendship has started to form between The Bright One and Tiriel.

Introductions

 Greetings!

This blog will detail the adventures of two companions through their roleplaying experience in Cubicle 7's publication, The One Ring: Adventurers Over the Edge of the Wild.

This blog is in no way affiliated or endorsed by Cubicle 7 or any related company.  It is simply the work of a devoted Loremaster to bring the adventure's his company has embarked on into narrative form.  Many kudos go out to Cubicle 7 to producing a game that so beautifully and imaginatively captures the essence and spirit of Professor Tolkien's wonderful books.

At the beginning of our adventure we had only two players - my wife and another woman we are friends with.  Henceforth we have added another woman to our party.  As such, the name of this blog is the Women of Wilderland.  As will be noted the first several quests are from the supplement Tales From Wilderland before we start using some of my own written ones.  In addition, information from the sourcebook the Heart of the Wild is also used.  I recommend both of these books very much.

The Characters

The Bright One

The Bright One is a young woman of sixteen hailing from the Woodland Hall.  She has lived with just her father for her entire life and the identity and position of her mother is shrouded in mystery.  She has grown bold and adventuresome in her wanderings of the surrounding wood with her faithful companion, a large dog named Odo.  She has developed skill in hunting and tracking as well as fighting with a long-hafted axe.  She is as fond of herb-lore as she is hunting and finds herself most at home in the wood.  At the beginning of our tale she resides still in the Woodland Hall, longing to find adventure and put her abilities to use defending the free folk against the lurking shadow.

Tiriel

Tiriel is an Elvish maiden of the Woodland Realm in northern Mirkwood.  While she is a lower member of the Silvan elves, she has made herself successful and useful as a member of the company assigned to guard the forest.  In her three hundred and forty-nine years in Middle-Earth she has developed a fondness of boating and has kindled some of the magic of old in her fire-making and archery abilities.  She favors the bow but can also wield the sword when necessary.  When our adventure begins we find Tiriel troubled and wounded - her small company of three elves tracked a band of Orcs near the edge of the Woodland Hall in Mirkwood.  They were ambushed and only Tiriel escaped with her life.  Troubled, tired, and wounded our adventure begins with her recovering in the Wuduseld, the Great Hall of the Woodsmen.