Book 3: Chapter 2 - Into the Cold North

It was in the beginning of the reign of Malvegil of Arthedain that evil came to Arnor. For at that time the realm of Angmar arose in the North beyond the Ettenmoors. Its lands lay on both sides of the Mountains, and there were gathered many evil men, and Orcs, and other fell creatures. The lord of that land was known as the Witch-king, but it was not known until later that he was indeed the chief of the Ringwraiths, who came north with the purpose of destroying the Dúnedain in Arnor, seeing hope in their disunion, while Gondor was strong.

Ruins of the North is a game set in the north of Eriador in the ruins of Arnor between the years of The Hobbit and Lord of the Rings. Using the One Ring RPG system the game will explore the legacy of the Dunedain and the dangers returned to that part of Middle-earth.

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Blubbo_Baggins
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Betrayal in the Dark

Post by Blubbo_Baggins » Sat May 22, 2021 12:15 am

Telurin spares a final glance at Arelan as Halleth speaks.

He takes Hartley on his back, following Eysslt as quickly as he can. The halfing is surprisingly stocky, but seems to help by holding some of his weight.

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The Red Valley: Nearly Free

Post by Vardaen » Tue May 25, 2021 3:47 pm

The company, Hill-men, Hill-women, and Hill-children, Elf, Dunedain, and Hobbits all make for the tunnels to escape. It is a dark path, Telurin's lamp lights the way both a boon and burden as the enemy track the silver light easily. Yet you have no choice and hope to speed and luck now. The final set of stairs and you are down to the final tunnel, and at the far end of a black passage you see another soft light -- the light of the outside! It must be day out at this point, what good fortune!

Halleth spares a moment and looks down in his hand before turning once to manace a trio of goblins that caught up you you, and with Fraech's help the two men drive the goblins back.

You pass out of the tunnel and into the Red Valley, you are struck by the day's sunlight as it peers down into the narrow red stoned valley. Call it luck or fate or something else but the sun is directly overhead, and that won't last for long, soon it will move across the sky casting deep dark shadows into the narrow cleft. Yet, for the moment the sun will keep the orcs and goblins and darker things from giving chase. Yet you have another worry now -- the snow. It is deathly cold out here, and the snow is deep in parts in these mountains. You must a way and brave the cold and the pursuit behind.
"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

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The Red Valley: Nearly Free

Post by Blubbo_Baggins » Tue May 25, 2021 4:36 pm

As they exit that place of great darkness, Telurin turns back to face the pursuing orcs, and his lamp suddenly glows brighter than even the noonday sun overhead. The light pierces deep into the tunnels, a light never seen in that place, and then within a moment it has burned out.

He hopes it has temporarily stunned their foes and so turns back. Looking at Halleth he says, "After you; for with Hartley on my back I'm afraid I must rely on someone else to find a safe path through the snow."
Blazing Elf-Lights: You may now cause your Elf-lights to blaze with a magical flare of great intensity . . . This blaze quickly dies out, but while it burns, it is as though night turns to day: creatures who are harmed by the sun suffer accordingly.

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The Red Valley: Nearly Free

Post by Muskrat » Tue May 25, 2021 7:00 pm

Halleth clutches the brooch Arelan gave him and then slips it inside his clothes where he will not lose it.

As they make it outside, Halleth surveys the situation. He does not think they can travel far, especially with children weakened from captivity with them. He tells them, "We must get some distance from here, so we are not easily discovered. But then we must build shelters to warm ourselves in. And we will need to hunt, to have furs and food to warm us, especially the children, if we are to reach warmer and safer climes." He says to Essylt, "Please work with your countrymen to cover our tracks as we go, so we can not easily be tracked. I will find the way forward."

He moves forward, seeking a path through the snow, mindful of the children and weak among them, his eyes scanning the area for someplace they can safely build a hidden shelter, perhaps something of tree limbs, perhaps a snow house.
Explore 3. Spend Hope.

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The Red Valley: Out of the Tunnels, into the Snow

Post by Vardaen » Wed Jun 02, 2021 5:46 pm

Explore: Rolled:
Feat Die: 6*
Success Die: 1,4,4
Totaling: 15 + Hope 23 = Success
Halleth leads the way, giving orders and forging ahead. No one argues with the Ranger as he hopes to get you clear of Carn Dum.

The final surge of light inside the tunnel from Telurin keeps the orcs at bay for a good long while, and that gives you much needed time. Halleth decides to not scale the valley walls up to where you came from. It is a hard climb, and the children and wounded would have great trouble, and it may lead you right into the waiting arms of the enemy. So you travel down through the valley following the water as it flows down hill. For hours Halleth guides you, ever vigilant of danger, ever certain of defeat at the hands of the snow and the cold. Yet some unseen guiding hand must be at work for you escape the clutches of the orcs, and there is no sign of their pursuit by some grace. Hope is kindled as you spot a series of shallow caves, between the three of them there is room enough for all of you to escape the cold. What's more there are two dead trees that fell from the valley's rim down into the gorge and their branches are bare, the wood seasoned a few years, and plenty to get a fire going for each group.

You debate the options, and decide you have none. You must stop, the children and the wounded can go no further, and there is likely not better place a head. So late in the afternoon you stop, make fire and pray you survive the night.
"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

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The Red Valley: Out of the Tunnels, into the Snow

Post by Muskrat » Thu Jun 03, 2021 4:29 pm

Halleth says, "I know we are all weary, but those of us who are able should take turns keeping watch through the night. Two at a time if possible, given that the Enemy is all around us and doubtless actively seeking us."

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The Red Valley: Out of the Tunnels, into the Snow

Post by Blubbo_Baggins » Mon Jun 07, 2021 4:21 pm

"I will take two turns on watch," replies Telurin. "Rest now Halleth, and I will wake you when I need to sleep."

The Elf looks and sees the Hillmen discussing amongst themselves who will also be on watch. It's decided that Freach will watch with Telurin, who tends to the fire to keep the sleepers warm and the smoke at a minimum in the caves.

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The Red Valley: Out of the Tunnels, into the Snow

Post by Muskrat » Mon Jun 07, 2021 5:07 pm

"Aye," says Halleth, placing a grateful hand on Telurin's shoulder. He is more physically weary that he would like to admit after leading the group through the snowy wilderness and the death of Arelan has left him emotionally drained as well. When he lays down, he takes out and fingers the brooch Arelan gave him for some time, before going to sleep.

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The Red Valley: Dungeons Behind, Wilds Ahead

Post by Vardaen » Mon Jun 21, 2021 7:22 pm

Somehow, by the grace of Eru, you survive the night nearly unmolested. Those on watch throughout the night hear the sounds of orcs and goblins in the wild, but they like the cold even less than you it seems. They never come in large enough numbers to the caves. When you hear them near you hide the fires, and only once is Telurin forced to engage a goblin scout, shooting it dead through the eye as it stuck its face into the dark cave.

Perhaps they just don't care? Perhaps they are fearful of the damage you have done? Perhaps with their master killed they are not driven as eagerly?

You wake the company at dawn, and do what you can to wrap everyone in warm clothing, and then set out. The men carry the children and the wounded hobbits. For four days you travel in utter fear. You press during the day, and huddle together at night. Finally you reach a place where the weather breaks and you are once more moving with speed and far more comfort than before. Hwalda reminds you of your promise of treasure, it seems the dangers are far away behind you. You settle what you can with her, its not like you came out of Carn Dum with much more than the lives of the company. Still, she is friendly and speaks of traveling again together on other ventures. It is clear the Hill-folk plan to make the return trip to their villages the way they came. Essylt and Faech speak of the future, of the children and of denouncing the darkness that has over taken their people.

She is sitting around the fire on that fourth night and looks to Halleth, "Perhaps it is time my people and yours make new alliances. We could drive the wild wolves and goblins from our lands and yours." She has not spoken much since the death of her father, who was so terribly corrupted, and now it seems she's ready once more to do so.
"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

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The Red Valley: Dungeons Behind, Wilds Ahead

Post by Muskrat » Tue Jun 22, 2021 5:14 pm

When not focused on helping the others stay warm and safe, Halleth has been brooding on the death of Arelan, fingering the brooch the man gave him.

He looks up at Essylt in surprise when she speaks. At first, he doesn't seem to register what she says, then he nods slowly, a wry grin spreading across his face. "Aye, I think that is a sound idea. My people would be glad of such an alliance." He looks abstracted for a moment, then suggests, "You should speak to your people and gather what support for this you can. I will speak to the leaders of my people. We can work out some neutral, safe spot to meet, so neither side need fear treachery."

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