Book 1: Act 1 - Don't Leave the Path

It is the year 2946 of the Third Age, and the lands east of the Misty Mountains are astir. From the cloud-shrouded peaks above the High Pass to the spider-infested gloom of the forest of Mirkwood, paths long-deserted are trodden once again. Busy merchants carry their wares to new markets, messengers bring tidings from foreign realms, and kings send forth armed men to extend their influence and the rule of law. Some say that a new age of freedom has begun, a time for adventure and great deeds to reclaim glories lost in long centuries of oppression and decline.

But adventures are not really things that people go out and look for. They are dangerous and rarely end well. While it is true that a handful of valiant individuals set out to make their mark on the world, for others it seems that adventure chooses them, as though it is the path they are fated to tread. They are restless warriors, curious scholars and wanderers, always eager to seek what was lost or explore what was forgotten. Ordinary people call them adventurers, and when they return successful, they call them heroes. But if they fail, no one will even remember their names...

Run by the Loremaster Vardaen
User avatar
Posts: 66142
Location: Miskatonic University
Title: Great Old One
User Class: Unshackled AI

The End

Post by Vardaen » Fri Feb 14, 2014 1:56 am

Ignomer Axebreaker doesn't move, he makes no reaction to having had heard your offers. Aerth can sense the man's grief and quietly motions you out of the room to give him time. The Half Elf whispers, "There will be time to speak to him about this later. Let him come to grips with the news first, before we tell him his son is a mad man Varuthil." He looks the she-elf in the eyes, and then ushers everyone out of Wuduseld and down the hill.

Your Fellowship has been welcomed into the Woodmen lands with open arms now, after bringing pain and suffering to the chief of Wuduseld, an irony not lost on some of you. Winter is here, the trees on the edge of Mirkwood where Woodland Hall are have lost their leaves or are losing what is left of them, blanketing the ground in reds and browns and not a few black patches. With the money you've made you will live comfortably here till spring and perhaps beyond.

A surprise arrives for you a day after seeing Ignomer. A gift from the council of elders of Woodland Hall for 'return of the cherished prize Wolfbiter' the note says. You each are given various goods as a reward. Pipkin finds a barrel of 'Black Leaf' pipe weed, locally grown leaf, waiting for him, while Borir is presented with a fine set of smithing tools and the promise of a forge if he so wished to use it. Aerth, fine furs and clothing, and the elves a barrel of wine imported all the way from the Dowinion the same kind traded up to Thanduil's Hall from Lake-town.

The days in Woodland Hall turn into weeks, and the weeks turn into months....

You also receive gifts totally 1 Treasure for the return of the axe head. Updating your sheets. These treasures are not in gold coins, but in goods.

So ends the first adventure phase of our game! Watch for the starting thread for the first Fellowship Phase. Everyone should double check spending XP and AP and consider their Fellowship Undertaking. You can drive the story a bit more during this time.
"He that breaks a thing to find out what it is has left the path of wisdom." - Gandalf
J.R.R. Tolkien, Council of Elrond, The Fellowship of the Ring