Book 2: Chapter 1 - The Hills of Dunland

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.

Run by the Loremaster Vardaen
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Boronind
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The Valley of Death: Victory!

Post by Boronind » Wed Aug 16, 2017 2:44 pm

Blain watches Hartley give aid to his kinsman with a look of great worry and concern. He and the others remain kneeling encircling Balwain. They all emit a sigh of relief as Hartely remove the piece of flint shrapnel from Balwain's chest with his nimble and delicate fingers. They rise up and turn their gaze to the Ranger and the Elf for instructions on what to do next.

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Muskrat
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The Valley of Death: Victory!

Post by Muskrat » Wed Aug 16, 2017 4:24 pm

Halleth says, "We need to make some improvised stretchers out of cloaks and branches--then we can carry the wounded up. Telurin, maybe you want to run up and warn the woses that we'll be moving our camp up there? And ask them how they've dealt with the local orcs--I have trouble believing they've never been attacked. Though maybe the orcs just figured them for statues like we did."

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Blubbo_Baggins
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The Valley of Death: Victory!

Post by Blubbo_Baggins » Wed Aug 16, 2017 4:26 pm

"I will go speak to them, and you see if you can find something to make a stretcher."
Do we still have the cart we used for Airic? Can we use it again for him and Balwain?

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Wbweather
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Re: The Valley of Death: Round 2

Post by Wbweather » Wed Aug 23, 2017 1:18 pm

Oh, I forgot about Airic. We all took a little damage during that opening volley, well at least several of us did.
Vardaen wrote: From down the valley slopes a dozen wolf riders come. Up over the rim of the dark valley's edge you see the shadowy silhouette of a particularly large beast, it howls, and the others swarm down on you like a wave from both sides. The arrows fly and before you realize it in the dark shadows of the valley many of you are hit. Dubthach takes an arrow to the shoulder, Hartley one across the leg, and Telurin as well is gazed by one of the shots. Balwain and Oxdis of the dwarves are struck hard in the side, while poor poor Airic is once more hit in his leg and screaming he nearly passes out, never fully healed from the last fight.

...

The southern foes are too far to see or care about his lamp and they press in on the dwarves and others there. Dubthach ducks an attack, and orin and Varan and Blain all avoid arrows. Dorin however is his with a glancing dart, but fights on. Its poor Fundar that takes a wolf bite, and a goblin's dagger to his side and comes out the worse for it.
Hartley continues among the other companions, bandaging their various scrapes and bruises. He also attends to Airic who has taken an arrow in his leg and lies mercifully unconscious for now.
Is Airic dying or just wounded? Do I need to perform a healing roll on him as well?

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Vardaen
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The Aftermath

Post by Vardaen » Wed Aug 23, 2017 7:21 pm

I had you make a roll on Airic, in my last post. Failed, but Hope would be a success.

He's on the brink, dying.

Hope for Balwain, sure AP.
So much bloodshed, its hard to keep things straight. Eventually Telurin heads up to see the Pukel Men, while Halleth puts some of the dwarves to work making stretchers for Balwain and Airic while Hartely turns to the Dunlending Guide once more.

The wagon has enough supplies to last you, but you won't be able to take the wagon itself up the side of the cliff, still there is rope and tarps, and even some poles to use to portage people and things with a bit of work.
"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 Aftermath

Post by Muskrat » Fri Aug 25, 2017 1:16 am

Halleth says, "Let's get the wounded somewhere safe first--then we can come back for the supplies. We can always go hunting and foraging for more supplies if need be--we can't go hunting for people's souls if they die." He takes up one end of one of the improvised stretchers.

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The Aftermath

Post by Seosaidh » Fri Aug 25, 2017 10:29 am

Dubhthach seems worried about Airic. Although he doesn't know him well, Airic is still one of his people, and Dubhthach had been the one to tell his companions how to get Airic to agree to join them in this mess in the first place.

He goes over to help move Airic up to the safety of the Pukel-men's camp.
“Do not despise the lore that has come down from distant years; for oft it may chance that old wives keep in memory word of things that once were needful for the wise to know.” ~ Celeborn, The Fellowship of the Ring

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The Front Porch: The Camp is Moved

Post by Vardaen » Fri Aug 25, 2017 1:49 pm

It isn't easy to move the wounded, and it takes all your effort to safely lift them up the stairs and cliff side to the Front Porch where the Dreudain are. The Pukel men don't help you, nor do they hinder you either. After a time, and much moaning and groaning from the wounded you have them there. There are tense moments, since all of you are focused on this, you worry if the orcs would return, but they don't. They won't return for some time after what you did to them.

Then the supplies, its well after dawn by the time you get the last of the supplies up to the shelf like overhang high above. All that remains below is the mule, and the wagon. Neither of which are going to make the trek up those narrow and dangerous paths.

Hartley returns to tending to the wounded, and because of that skips out on having to haul the supplies to be delight. The rest of you are exhausted, only a half's night sleep, a battle, and then up and down a half dozen times.

The dwarves, normally very hardy, slump down, Vara exclaims, "I'm done. A pipe for me, then some sleep." He packs his pipe, and starts puffing on it, eyes drooping.
"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 Front Porch: The Camp is Moved

Post by Blubbo_Baggins » Fri Aug 25, 2017 3:17 pm

Telurin sees that all are situation and can rest or sleep. "I'll watch for a while," he offers, "though from this position I doubt any Orcs would dare attack. They'd at most be able to come up this shelf one or two at a time, and just two of us could easily defend it."

He stands and watches, then decides to sit and watch, next to the Pukel man. "How long does it usually take for the Chief to come? Another day or so?"

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The Front Porch: The Camp is Moved

Post by Wbweather » Fri Aug 25, 2017 3:40 pm

Despite avoiding the task of hauling gear up the cliff, Hartley is exhausted from the battle and tending to the wounded. He almost has to force himself to get up and cook dinner, and even then the smell of cooking food just puts him in a mood to sleep.

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