ROTN: Chapter 2. Mount Gram

Jun 23, 2025 1:28 pm
Waiting until the rays of the sun have no more yellow in their colour, and the western sky is a hot orange red glow, the Company follow Jots cautious steps forward: seeing broken ground ascending slightly as they wend their way to the eastern side of the main mountain mass.

Still a good mile to cover across this ground before they start climbing upwards, and at the pace they are moving it will be half an hour or more to reach the foothills that are the edge of Mount Gram. The sun will be almost gone by then, and proper twilight all around.

Creeping carefully, and staying broadly in the shadows of the sides of these gullies and dips helps then go a long way. Sometimes Jot makes a mild hiss and sinks to the ground: by agreement, none look up - if Jot has picked up on the approach of any bird, their upturned pale faces - even under their hoods - would be an easy spot. The breeze from the west carries any scent over to their right, away from Mount Gram.
Lets try a Stealth or a Travel roll each TN14.
Btw: close to the time we moved from TK to GP, we had a Fellowship phase where all of us picked up a Luminescent elf Dagger. They will give us some warning if goblins are "nearby" - by nearby we can assume within bowshot?
OOC:
newbie PCS with low experience totals can trade up to two Unused Courage points. 1 point can be traded to give the newbie 1XP to their bank; and another Courage point can be traded to gain 2AP to the skills bank. Being a new Chapter all newbies get their Courage Points restored to full value again. No unused Courage points are banked.

e.g. Cora trades 1 for 1XP and 1 for 2AP
Jun 23, 2025 1:30 pm
Prefers to slink along, but needs to spend 1 courage point to do this in the increasing dark and silence.

Rolls

Cora Stealth TN 14 - (1d12+3d6)

(2) + (242) = 10

Jun 23, 2025 1:32 pm
He will pick his way as best as he can see in the dark. Often he moves up a side of the slope where the ground is firmer, bare rock rather than amongst the rubble at the bottom of the gully.

Rolls

Oderic Travel TN 14 - (1d12+4d6)

(9) + (4644) = 27

Jun 24, 2025 12:56 pm
Concerns herself largely with accompanying Oderic

Rolls

the travel roll - (1d12+4d6)

(4) + (6361) = 20

Jun 24, 2025 2:56 pm
The Spearmaiden attempts to be stealthy. She keeps herself hidden in the grasses and stays low. Additionally she helps the others keep out of sight when she can.
Last edited June 24, 2025 2:57 pm

Rolls

Stealth - (1d12+2d6)

(6) + (62) = 14

Jun 24, 2025 6:12 pm
With a keen eye for the terrain, paying close attention to copses or boulders where pickets might lurk, she helps Cora along, being keenly aware of her inexperience at bushwhacking in the highlands. Before they set out, Ahmo blackened her face with cork and looks most peculiar -like a chimney sweeper with her brown hair tied tight behind.

Rolls

Awareness - (1d12+2d6)

(9) + (62) = 17

Jun 25, 2025 2:16 am
Jot joins the crew and creeps stealthily while keeping on the lookout

Rolls

Stealth - (1d12+3d6)

(7) + (255) = 19

Jun 25, 2025 7:57 pm
The Company move carefully: Unsurprisingly, those with the most experience find it the most straightforward to glide over the terrain. The advantage of moving in the dim light is something that the Rangers exploit regularly when avoiding unnecessary notice.

In this forsaken place, there are very few animals other than those spiteful quarrelsome birds: even the smallest mammals are not to be found living within walking distance of the mountain - rats in particular, being a common goblin delicacy, will not be anywhere nearby. Jot is confident that not even frogs or small snakes will be able to survive in this environment; if such ever did, the birds or the goblins would notice their nests soon enough to catch them.

Insects there are aplenty however: some feed on the scant rotting vegetation, while others feed off them. A few are around that can exist on goblin blood, but tolerating such a diet (fortunately) makes the blood of others totally unattractive.
Jun 26, 2025 5:25 am
As the night finally comes in, Jot moves around to make physical contact with all the others: he gathers them again into a patch of ground he has chosen.

It is time to halt forward progress and to simply lie still and watch. For Goblins, orcs and trolls the "day" has begun. Their routinue activities will start up, patrols and the like will be made.

In the middle-late period of the night, the moon will veer into the sky and re - illuminate the area until dawn.
It is Jot's view that they should observe for an hour or so and then retreat before that happens, or act on their observations.
Jun 26, 2025 5:49 am
The success of their stealthy approach will mean that the guardians of Mount Gram are not aware of these spies so close to the base of operarions.

As such, only typical goblin movements will begin as twilight settles into night. They will take no especial care while moving around, and will not increase nor curtail other routine behaviour.

The Observers will find that the difficulty to see what is going on is not challenging (TN 12)
Use Hunting, Explore and Awareness to notice what is going on.

At the very least they will see red glows emittted from within the mountain as gates or doors are opened whenever some of its "citizens" enter or return.
Jun 27, 2025 7:45 am
After an hour, or a little more , there is a loud brash call of several trumpets or horns from the mountain. It comes from the western side, and the Company are some way around to the south and the east of this action.

Harsh singing and shouting follow and the tramp of many feet.

Fascinated by this new event, it is hard not to creep up the western side of the gully to peer cautiously over the lip and look away to the area where all the hullaballoo is coming from - is it an attack?

https://i.imgur.com/Ao8utcK.jpeg


The extra glow of yellow-orange torches carried by more than a hundred goblins is spread over the side of the mountain. Already several lines of goblins are assembling at the western foot of Gram; and a long line is descending to join them.

There are not simply goblins here though: several of the torches are held aloft by beings the size of Men; and shadows of (very few) mounts can be seen as they cross in front of some of these torches, carrying officers or commanders around the space. Figures on the horses point and seem to be shouting: issuing orders to the line of descending goblins and men.

And Trolls. Even at this distance, and in this light, anyone can see the trolls. Jot silently counts six. Oderic is less sure; reaching seven, then possibly eight as they move in and out of different pools of torchlight.

The spectacle continues, and it soon becomes most likely that the Company are looking at a parade or assembly for some purpose.
Suddenly the orders and the mounted figures seem to get frantic: rushing around and ordering the lines into straight ranks and - for goblins - truly impressive discipline.

From above there is a sharp call of horns; and the lines start to rapidly settle down into a quieter and stiller anticipation.
The horn call is replaced by the beat of what must be a very large drum.

Douf. Douf-douf.

Douf. Douf-douf.

A line of green lanterns on poles appears, illuminating the path down the mountain. The reduced noise down below freezes into motionless silence.


The Observers at the edge of the dark gully can sense the terror in the ranks. The minds of all those waiting minions of the Shadow seem to be all thinking.... "HE IS COMING.."

A sense of Dread begins to slide up the spines of the members of the Company. And it intensifies as the sounds of heavy horseshoes echo across the extreme silence that has descended...
FIRST Dread (Fear) Test: since this is only at the start of the proceedings - and the company cannot yet even see what is coming - this Test is a Valour Test set at TN 16. Failure at this test will mean that a PC cannot spend Hope to assist any future Fear(Valour) test while this scene progresses.

Any PC who fails with an Eye result must retreat down into the gully and can no longer bear to watch what is happening.
Any PC who passes and rolls a '6' can permit a re-roll of a single 1d6 for any Pc who fails this first test.
Any PC who passes with a Gandalf can permit another Player to re-roll their Feat die (d12)
Jun 27, 2025 8:12 am
Swallows hard at the sound. The beat has an echo in it of the ritual he witnessed a while ago when they rescued the hobbit children. And at that time he too had fallen to the lure of sorcerous melodies; it is not a happy memory...
Oderic has passed, but has nothing to offer any of the others.

Rolls

Oderic Valour TN 16 - (1d12+5d6)

(4) + (43114) = 17

Jun 27, 2025 8:15 am
The vast number of foes, the brazen noises, and now this pending heaviness of the Heart... this is a test of courage for sure..
She looks around, Oderic has a grim and pained expression: and perhaps this is the most startling of all things at this moment.


She feels a fierce need to reassure those around her that she will not quail: she must not cry.
Cora has rolled one '6'. Her example here will inspire any such waverer, just a little. If any subsequent PC fails, ONE of the d6 Success dice can be re-rolled if it might lead to a Pass.

Rolls

Cora Valour TN 16 - (1d12+3d6)

(7) + (526) = 20

Jun 27, 2025 11:04 am
v
she has also rolled one '6'. Her example here will inspire any such waverer, just a little. If any subsequent PC fails, ONE of the d6 Success dice can be re-rolled if it might lead to a Pass.

Rolls

valor v 16 - (1d12+3d6)

(2) + (456) = 17

Jun 27, 2025 5:56 pm
Ahmo hunkered down in the brush between Aeglief and Cora looking on in rapt fascination as an army formed. A feeling she scarcely recognized gripped the pit of her stomach. Not since she looked down from the tower of Amon Sul and contemplated the legion assembled for its destruction had she felt the presence of such focused malice. Happily none of them had quailed. Exposure now would mean certain death.
Ahmo is right to feel the tension and trepidation. This is an awful witnessing of the raw Dark power of the Enemy. And it is building...

Every PC that passes this Vapour test will get 1XP. So Ahmo, Oderic and Cora have collected 1 XP each for passing the first challenge

(I have added details of the next two challenges, Valour at TN 18, followed by Wisdom at TN 18, in the Comments Thread.
All Players can go ahead and roll either or both of these next two rolls if they wish, or they can wait to see how the others do before rolling. )
Jun 28, 2025 12:58 am
valor 18
OOC:
This is Ahmos second Valour test, set at TN 18. Unless one of the others passes with a '6', then this result is a Fail and she cannot spend Hope for the Corruption test that will follow.

However, she might spend 1 hope on this test to regain the ability to add Hope for the Corruption Test

Rolls

valor v 18 - (1d12+3d6)

(3) + (516) = 15

Jun 28, 2025 2:25 pm
Jot narrows his eyes as the glow of hundreds of torches washes the slope of Mount Gram in firelight, the flickering brilliance painting lines of goblins and men in grim silhouette. He doesn’t speak—doesn’t move—his breath drawn in and held tight as he studies the assembly with the calm precision of a Ranger in hostile lands.

There, the torchlines: goblins forming ranks—ranks!—under the direction of mounted figures. Some bark orders, others point with deliberate fury. Among them, towering trolls shift and lope, their huge bodies casting long, ragged shadows. He counts six—no, seven? A silent nod to himself. "Too many."

He lowers slightly behind the crest of the ridge, signaling with a slow gesture for the others to stay low. His eyes return to the mountain.

The horns blare—sharp, dreadful—and Jot’s heart stiffens. That sound… it draws something out of the stone, something ancient, coiled, and waiting. The drumbeats that follow are like the pulse of the mountain itself, each throb shaking something loose in his blood:

Douf. Douf-douf.

Douf. Douf-douf.

And then—the green lanterns.

Jot stiffens as the path from above begins to glow with that eerie, verdant light. The stillness of the horde is unnerving. Even the trolls wait like children told to stand in line.

He feels it before he knows it: the Dread crawling into the bones of the earth and up into his spine. Cold fingers brush against his will.

But this time—he does not yield.

He straightens a little, shoulders squaring against the press of fear. His eyes glint in the reflection of distant torchlight.

He whispers, but with iron in the tone:

"Hold fast."

Then louder, but still controlled—measured for his friends alone:

"This is not just an army. It is a ritual. They are preparing for someone… or something. But if they fear what is coming, then so must we understand it."

His grip on Calcamil tightens, the blade silent at his hip, but thrumming with shared purpose.

He glances to Ahmo, to Aeglief, to Oderic and Cora.

"Now we know what we’re up against. This is no longer a border skirmish. This is a war long sleeping, stirring again. And we’re standing at the edge of its first breath."

A beat passes. Then, softly, a smile flickers on his face—not amusement, but resolve.

"We stay alive. We get word to Rivendell. And then… we cleanse this place."
OOC:
This is Valour test #1 so Jot passes. It also is a Great success, so if Aeglief needs to re-roll any of her 1d6 Success dice in her own valour test she can. In fact any or ALL of them can be re-rolled as Cora, and Ahmo also rolled '6's and Aeglief has Valour 3.

Jot of course will gain 1XP for passing this first test.
Last edited June 28, 2025 2:28 pm

Rolls

Valor - (1d12+2d6)

(7) + (63) = 16

Jun 28, 2025 9:36 pm
v
OOC:
This should be Ahmos Wisdom test against gaining Shadow for witnessing the Black Speech. This is TN 18 as well. This will be a fail if she does not pass Valour test 2 above, because she will not be able to spend hope to if she fails valour test 2

Rolls

valor v 18 - (1d12+2d6)

(7) + (25) = 14

Jul 1, 2025 5:24 pm
She saw the horde and her courage almost fails her, the force arrayed down there is too much, the fight cannot be won and yet Cora's example tempers her heart and helps her gather her own courage. If the hearts of men do not fail, then the hearts of elves should not do so either.

She nods at the suggestion from Jot, "Rivendell and every settlement nearby. It is our bound duty to ensure that all who can flee do so and all who can fight arrange themselves in a proper place to face this foe."
OOC:
OK the first Valour test is at TN 16; essentially for seeing the size of the army being assembled. So Aeglief passes that. 1XP

Then there is a second Valour test at TN 18 because of the Dread of the evil Leader. This test is still due. Possible 1 XP to gain.


Finally there is a Wisdom test at TN 18 because of the Black Speech used by that leader. Since you have rolled that already, we should let that stand. 2XP gained for this roll, and a temporary Shadow point.
Last edited July 1, 2025 5:32 pm

Rolls

Valour test - (1d12+3d6)

(9) + (332) = 17

d6 re-roll - (1d6)

(6) = 6

Wisdom - (1d12+2d6)

(9) + (65) = 20

Jul 1, 2025 11:24 pm
Not quaking at the sight of many foes is one thing. She has hidden within an arms reach of enemy forces searching for her in times long past back in Tharbad.

But this Dark Leader carries an aura like a cold glow around him: and even at the distance she is, she trembles again. This is a Hard Challenge... (2nd TN Valour test) this time she must draw on her reserve of Courage to stop from shrinking down under the lip of the gully wall and hiding. (Spend 1 Courage to pass) This time, anyone observing her grim set face, with a taut line for a mouth, would be concerned and not enheartened by the stress that is showing on her face.
OOC:
No '6' rolled here, so no re - roll for some one else created.

Rolls

Cora Valour TN 18 - (1d12+3d6)

(3) + (255) = 15

Jul 1, 2025 11:31 pm
The sight of the Dark Rider, sauntering along with an arrogant and still malicious gaze, creates a sharp and rising tension in the young man.

He feels he wants the Dark Leader to stare at him, to meet his own eyes and lock them together: but his heart swells with a pressure; and might be fit to burst, for all he can tell as the heavy hoofsteps sound out - the army seems to be almost silent now, and it oppresses him...
OOC:
a bare pass again. 1XP.

Rolls

Oderic Valour TN 18 - (1d12+5d6)

(5) + (13432) = 18

Jul 1, 2025 11:52 pm
OOC:
Failed all but the first, I think
At least she didn't hide though!

1XP for passing the first test.

If hope spent on second test to pass, then another 1XP, else nothing.
In fact we could offer you a Fellowship Pool point to get the Pass, which would then create a spare '6' for Aeglief/Jot/Larsi to use when they test for the Second Valour test.

Failure at the Corruption test is 1XP but 3 Shadow points.
Jul 2, 2025 10:03 pm
OOC:
I am going to continue this scene without all of us having had the opportunity to roll all of their three rolls. A summary of things as I see them. And will add in results as they come in.


Larsi the first Valour roll TN 16, has two spare re-rolls available before using any hope points to pass. pass 1XP
Larsi has the second valour check at TN 18 to roll; pass 1XP
Larsi has the Wisdom Check TN 18 to roll pass2XP + 1 Shadow
Total 4XP + 1 Shadow

Aeglief has the second VALOUR check to roll and can have up to 2 re-rolls with Larsi's Success; but has passed the first Valour test (1 XP) and the Wisdom check (2XP + 1 shadow point) EDIT Passed as well, 1 XP
total 4XP + 1 Shadow

Oderic has passed the first and the second Valour checks; still needs Wisdom TN 18 to roll (1XP + 1XP) pass 2XP + 1Shadow.. Total 4XP + 1 Shadow

Cora has passed the first and second Valour checks; still needs to do the Wisdom check (1XP + 1XP) fail 1XP + 3 Shadow points Total 3XP + 3 Shadow

Jot has passed the first Valour check, (1XP) but
Jot needs to do the second Valour check TN 18,
(passes with the help of his comrades, 1XP)
and Jot needs to roll for the Wisdom check TN 18
(this one is too much, 1XP and 3 Shadow points)

Total 3XP + 3 Shadow

Laicamiril has passed the first Valour check; (1XP)
Laicamiril has passed the second Valour check by using a Fellowship point: THIS Success also generates ONE potential re-roll of a single 1d6 for any other player who fails the Second valour test to use (1XP)
Laicamiril can pass the Wisdom test by spending 1 Hope. (2XP + 1 Shadow if spent, 1XP + 3 Shadow points if not)
total 4XP and 1 shadow
Jul 2, 2025 10:14 pm
And now the Leader speaks their plans to his army. It is a terrifying speech to hear - being delivered in the Black Speech of the Shadow, most of the semi-hidden listeners have no concept of its actual phrasing: yet even so it disturbs the mind (Wisdom Check) raising visions unbidden of nightmares or of despair.

The vast majority of the listening army seems unable to react: however, it is noticeable that a few of the very largest Uruks - standing as commanders or leaders in front of their units understand every word. The effect is electrifying on them, they drool and slaver, they stamp their feet and clash scimitar or spear on shield. On two occasions, they are so agitated they spin around and "accidentally" decapitate one of their own orcs!

However, the vast majority of the rank & file, orcs and goblins of Mount Gram, or some of the other northern tribes: these troops simply do not speak this tongue.

Incredibly, part way through, the Dread Leader switches to the Common Tongue, and seems to repeat his plan or orders.

Now the listeners in the gully can pick up and learn his Purpose !!
Jul 2, 2025 10:16 pm
Wisdom roll TN 18 to face up to the magnitude of this dire message - will throw 1 Hope onto this to Pass (2XP plus 1 Shadow point)

Rolls

Wisdom TN 18 - (1d12+4d6)

(4) + (4333) = 17

Jul 2, 2025 10:18 pm
She is shocked at the message and its scale of threat.

The operation revealed is a learning experience of the vast Ambition and Malevolence of the this Being (1XP) but it cuts her to the core (3 Shadow points), as she realises what this would mean to the lands of Eriador and to her new friends and the old....

Rolls

Wisdom TN 18 - (1d12+2d6)

(3) + (26) = 11

Jul 3, 2025 1:26 pm
All the while in this speech there is the repeating commentary that "The North will burst forth and Reconquer what was lost. "
Every time this slogan is repeated, the assembled goblins - as if a cue were given - stamp and cheer. It soon becomes apparent to all the Company that this is a message that has been circulating for some time with these minions.

These goblins are being given a Grand Plan. Tonight is a last rehearsal: a practice assembly before the first move in a series of steps to create a strong and united base further south. The goblin horde needs to get into marching order, and move off. This will be practised tonight before returning to the barrack-dungeons under Mt Gram before the Sun rises. The Horde will make one circuit of the mountain and reassemble here again.

But tomorrow.

Tomorrow night, they set off to the First Objective. The army will march south and east, closing into the foothills of the Misty Mountains. It seems there is an enclave of five Hillman tribes in two great canyons that back into the main mountains. In days long gone, these Hillmen fought Arthedain and Cardolan; but nigh on a thousand years since the Witch King was banished by the Elves of the Sea, these tribes now fight among themselves, and also attack any outsiders. Even the goblins are despised by these savage and unruly Men.
The First objective is to either overwhelm these descendants of Rhudaur Hillmen; or to get them to join the Dread Army of the North. They will be promised that they will be given the Kingdom of Rhudaur, resurrected and allied (i.e. vassal to) the new Kingdom of the North.

The Second Objective is straightforward: The rest of the year will then be set aside to build a new fortress in the same canyons; where recruits of further orcs - and trolls - from the Misty Mountains will swell the army anew.


After the thaw, but still in Spring, the goblin horde will sweep down south once more; to find the concealed cess pit that the Accursed elves, with their tark allies, inhabit.
OOC:
he means Rivendell
The Dread Leader nods as he declares that "a great path" is being prepared to make this invasion southwards fully possible to an Army, and to get close to the elves very quickly!

When this Third Objective is realised, the High Pass of the mountains will be closed forever to the foes of the Dark Lord. And new forces will arrive from the strongholds of Mirkwood. Up the Anduin and over the Pass.
New armies will be concentrated together then to clear all Eriador finally.

And with this comment the Leader lowers his voice and forces a cackle "As a particular Reward to the Fighting Forces of Gram - the halflings will all become your property - every goblin will have a peasant slave!"

The Fourth and Final Objective will be to push the elves into the cursed Sea, and then march along the coast, removing all folk who oppose the new rule. When that is done all of the North will be clear of the elves. The newly reinstated Hillmen of Rhudaur will then be the Kings of Men, to rule the North as vassals of the Orcs and their leaders. The dwarves will be subject to the orcs; and the halflings will be slaves or food!
Jul 3, 2025 3:37 pm
OOC:
Missed we had opened a new thread. The website won't let me know when new roleplays are open. Going to toss the earlier travel check in here as well.
For sure. Its all cool though.

Larsi trundles along as best he can, solid stone making his path better, but when he saw the size of the army...

(After rolls:) Holds no fear. While he is worn from the walking, he is made of sterner stuff. He had stood in an arena, alone, jeered by orcs and set upon by a troll. He had seen the great beast Ashgat, and the sorceries of fell men. There was nothing before him that would make the old dwarf's 'lordly' countenance falter an inch.

(Personal hope to pass the travel check)

LM. 1XP for first check; 1XP for 2nd check; 2XP + 1 Shadow point for 3rd check. 2nd Valour check offers two re-rolls to any PC that needs it.
Last edited July 3, 2025 3:40 pm

Rolls

Travel - (1d12+3d6)

(5) + (233) = 13

Valour 1 - (1d12+3d6)

(1) + (666) = 19

Valor 2 - (1d12+3d6)

(6) + (616) = 19

Wisdom - (1d12+6d6)

(5) + (552526) = 30

Jul 3, 2025 6:59 pm
She hears the words and her heart fills with fire. She is, by trade, a slayer but, she’s not always single minded. She knows that her spear can do nothing on its own and that she must use the fire to warn the Hillmen. Those who are first in the path of this horde must know.
Last edited July 3, 2025 7:02 pm

Rolls

Valour - (1d12+3d6)

(12) + (613) = 22

Jul 4, 2025 2:44 pm
use all necessary hope/
to not look like a dope
So that's a total of 4XP and 1 shadow point for her at the cost of 1 Hope (and that Fellowship point, which was free)
Jul 5, 2025 9:33 pm
The company have heard the plan given to the goblins.

They know that tonight will be a rehearsal to train the Mount Gram horde into some sort of marching arrangement. It may not be the only night spent doing this of course, but they do have at least one day's start on the goblins.

They know (approximately) where the goblin horde will go, and what it will be doing. There is a location where the Dark Leader has decided is the best place to launch a close assault on Rivendell from. It is inhabited by some Hillmen, and these have to be either neutralised or absorbed into his army.

What they have not considered is what to do with the time they have got...
Jul 5, 2025 10:21 pm
She looks to the others and tries her best to argue for the fate of the Hillmen. "I think we should go and warn the Hillmen. If they flee we help them flee, if they decide to make a stand then we aid them there."
Jul 6, 2025 9:05 am
Agreeing wholeheartedly with Aeglief, he remembers that warning the village of Stoneyford helped resist it being annexed.

He does not believe that these goblins will hold to allowing the Hillmen to continue their existence: and the vile commander oozes betrayal and deceit. But how to warn them..

"What can we say or do to convince them of their peril when we get there? If they will not reason with us, it is a waste of time - and we might even be set upon. "
Jul 6, 2025 9:09 am
The memory of the voice is too strong in her mind still.

"There is also our duty to the folk of Rivendell. Our report must be made. The sooner that happens, the more time the elves there will have to prepare.

What do the others say?"
Jul 6, 2025 11:46 pm
"The time may have come to split up. My first duty is to my people and to the folk of all Eriador. They mean to block the road out of the vale and invest it. If Sauron was not able to take it when we was at the height of his power, this mountebank will not take it now. But he doesn't need to do more than bottle it up.
I do not wish to leave the mountain folk to be press ganged into fighting with orcs, so they ought be warned as well.
I will go to Imladris with Cora. Aeglief- perhaps you and Oderic could pay a visit to the mountain people. Larsi and Jot?
Last edited July 6, 2025 11:47 pm
Jul 7, 2025 7:38 am
Ahmo's idea is sound. (And Cora would benefit from getting back to Rivendell, judging by her face.) The two of them would travel quickly.

But he is not too confident of finding these canyons and the Hillmen: if Jot or Laicamiril can suggest a route, then there should be no delay in reaching them. Perhaps Aeglief already is aware of that side of the mountains?

Of course if Jot were to lead the way, they would easily make satisfactory progress: the goblin army would move at night for secrecy and because they tolerate sunlight so poorly (any trolls would get nowhere either!), while the Company could move both at night and by day.
Jul 7, 2025 1:16 pm
Larsi lets out a sigh, nodding with Ahmo. "You have the right of it. I will go with the group to the hillmen, I cannot speak for any love they might have for my people, but I can lend my words of wisdom to turning their minds, and when the time comes, preparing to hold against the goblins. None can defend tight quarters and chokepoints like Durin's Folk."

Larsi looked to Oderic. "You, my boy, I believe will be far more valuable to us in convincing the hillmen than going to Rivendell. I cam feel it in my heart."
Jul 8, 2025 1:06 am
Everyone can hear gears grinding as she thinks back to a map she transcribed of this area. There were some habitations tucked into the vales east of Gram. All she remembered was the mountain folk mistrusted any and all strangers.
"They've no love of orcs, but who knows what change of heart a chest of silver and promises of rapine and plunder could bring about.?"


And she adds that from Mount Gram, the canyons are to be found very close to a mountain with a double peak, the Southern peak standing above the Northern: called the "Father and Son Spears" if she remembers correctly.
Last edited July 8, 2025 1:10 am

Rolls

lore - (1d12+4d6)

(10) + (2122) = 17

Jul 8, 2025 4:35 pm
She nods at Ahmo's suggestion, "Agreed, I will go and warn them. If they attack or won't be swayed then it seems I will have to leave them to their fate and join you apace. Whatever may come I do not plan to expire so expect me in Eriador soon enough.""
Jul 10, 2025 9:34 am
All that is now needed is for the Company to depart unseen during the remainder of the night; and while the goblins begin their maneuvers.

Apply another Travel or Stealth roll to get away. Applicable traits may be narrated to apply.
OOC:
Jot still has a TN 18 Valour test, and a TN 18 Wisdom test, in order to pick up some XP and/ or Shadow.
Jul 10, 2025 9:47 am
Oderic has heard enough to start making his way back, so as to be clear of any accidental notice by the goblin horde being beaten into discipline and order. They can them pack up all kit ready for the first leg of the trip.

He finds he wants to have a brief word with Cora to cheer and advise her for her own journey to come. And to have a few words taken to Rivendell on his behalf.

"I see that my old sword is in good hands. When you get back, have a word with the elf smith Damron, to see if he has time to adjust the handle somewhat. You have slimmer hands than me, and something might be done to make the sword smoother to swing still.

Take care through those Bogs: though doubtless Ahmo has a way round! And look out for any more signs of the Road the Enemy has been setting up.

Rolls

Travel - (1d12+4d6)

(10) + (6246) = 28

Jul 10, 2025 9:52 am
She feels he is fussing somewhat. Being selected by Ahmo to assist getting the Report to Elrond seems praise indeed.

She wishes to get away now as quietly as possible: but as Oderic turns away to join Jot, Aeglief and Larsi, she realises that she will miss being able to ask him anything - he doesn't seem so Stern or Lordly as the others, and so he is more approachable. (Again throw in a Courage point to Pass this.)

Rolls

Stealth - (1d12+3d6)

(8) + (112) = 12

Jul 10, 2025 4:02 pm
OOC:
Jot needs to do the second Valour check TN 18,
and Jot needs to roll for the Wisdom check TN 18
Jot gathers the company quietly as they finish breaking camp, his voice low and steady.

"We’ve learned what we needed to here," he says, scanning the faces around him. "The goblins will be drilling tonight. They’re still untested, but we have no reason to risk a fight or any action that might alert them."

He pauses, emphasizing the next words.

"Our best chance is to slip away now—silent and unseen. No fires, no noise, no signs that we were here. If they suspect nothing, we keep the advantage."

Jot meets each gaze with calm certainty.

"We return to Rivendell as quickly as we can, warn them, and prepare for what’s coming. Any other move now only puts us in danger."

He shoulders his pack, ready to lead.

"Let’s leave this place behind—without a trace."
OOC:
not even sure a pt of hope can save these. Advice?

Fortunately, other PC s rolled 6s when they passed, allowing one extra d6 for the second Valour test. That is bound to be a pass then, as you are only 1 short. So XP for that, and no cowering, due to the stalwart efforts/examples of those around Jot.

However, like Cora, it seems the Corruption test is fail, Jot still gains 1XP for the experience of once more confronting the great evil scheme, but 3 Shadow for realising how bad this could be/how vulnerable Eriador is to a threat of this magnitude.
Last edited July 10, 2025 4:03 pm

Rolls

Wisdom - (1d12+3d6)

(11) + (254) = 22

Valor - (1d12+3d6)

(11) + (566) = 28

Stealth - (1d12+3d6)

(5) + (135) = 14

Jul 10, 2025 5:43 pm
(Jot is coming with Ahmo and Cora? Are Oderic, Aeglief and Larsi going to look for he Hillmen? )
Clarification please.

AFAIK he had the choice about which course is best to take. He can elect to join Larsi & Co and use what skills and Lore he has to encounter the Hillmen and warn them of the attack on their settlements OR he can have the opinion that the message of Laicamiril and Cora is too important to trust to just them, and so go with them straight back to Rivendell.
Jul 10, 2025 5:57 pm
lazycat1984 says:
(Jot is coming with Ahmo and Cora? Are Oderic, Aeglief and Larsi going to look for he Hillmen? )
Clarification please.
OOC:
Can we warn hillmrn on way to Rivendell? Ie. don’t split up
Jul 10, 2025 7:44 pm
Jot asks Ahmo to consider the time taken and the paths available to them:

Once clear of the goblin war camp and several hours away from Mount Gram, the Company stop to organise themselves and their kit for the next move.

It appears that as they walked through the dark into the coming dawn, Jot has been musing further!

As they pack and eat, Jot expresses some of his questions: Addressing Ahmo and Larsi principally, he agrees that if she & Cora go straight to Elrond, they will obviously be travelling quicker than when they came northwards, because for one thing they will not need to track the path of the spies who were scouting a road to Rivendell. And they have at least a day's start, whichever route is taken.

Jot asks Ahmo her opinion: it is shorter to go to the Hillmen canyons than to the maze of defences on the northern borders of the Hidden Valley - is it only half the distance or so?

He also points out that in fact, so far the goblins have only reached the start of Elrond's maze: they have not mapped a way through: else the goblins would be marching! And for sure, that Vile Lord would have boasted he knew the way in already too.
In fact, this lack of certainty may be the actual prompt for the goblins tackling the Hillmen - a practice attack or rehearsal for the ways to assault Rivendell after they find it?

In short, Jot wants Ahmo to imagine if it is of no consequence to her aim of warning Imladris if they all tried to persuade the Hillmen of the better course. "If we could determine how successful the goblin move into this area is likely to be, it can only offer Lord Elrond better information of how to react and what will be best."

Jot is careful to see how this idea sounded to Larsi and to the Silvan elf, Aeglief. He looks at them too.
Distances to consider (assume 15 miles per night goblin army marching: and at least 20 miles per day for the PCs if they just march)

1. Mount Gram to the escarpment ramp built by the trolls, close to 100 miles, almost directly due south-east. (And they will be some 20 + miles due south of the bog soldiers swamp)
2. Mount Gram direct to the Canyons is about 150 to 175 miles, the first 80 miles is common ground as the journey to the escarpment ramp. Then its more directly east and a little south.
3A. From the escapment, going due south, to the head of Elronds mazes - a more vague distance, as it is not simply one direction. At least 80 miles.
3B. From the Hillmen Canyons to a similar point near Elronds mazes it is a little less, being shorter than 80 miles (but not a lot shorter)

PLAYERS can decide how much their PC might know of these distances and directions. Cora and Oderic - not a bit!
Laicamiril has a much stronger case for being quite familiar with the regionfrom her participation in the wars against Angmar; and Jot of course may have the best case if he ever adventured this way. Larsi is unlikely to have traded up here, and Aeglief ... is free to narrate what she likes.
If Players want to try a Lore roll, they can.
Jul 10, 2025 10:05 pm
Larsi waits and walks quietly, for he knew little of paths, secret or not, through the shaws beyond what he had walked, and even having come to the Hidden Vale several times, it seemed to only be when led by the Elves.

Instead, his mind focussed on more solid work of stone on stone and words upon words. Convincing would not be enough, they would need to hold the mountain village against the goblins, or else nothing would matter. He put his mind to Stoneyford, to the defense and battle that happened there. He took a breath, remembering his fight with Valter. He did noy relish fighting the man, beyond freeing Oderic from his sway, but he had no such qualms against hewing goblin necks, or even the foul distant kin of Jot's.
OOC:
Is fighting in canyons similar to fighting in tunnels? If so then his experiences would be really useful.
Jul 11, 2025 3:57 pm
OOC:
got a lore roll so would have a good guess if it's quicker to get to the vale the hill people occupy than to Rivendell. This seems a bit like one of those 'DM really wants you to turn over this rock" hints
Jul 12, 2025 1:36 am
Jot crouched over a rough patch of dirt, dragging a charcoal-blackened stick to sketch the terrain. The others gathered close, watching as he marked out key points — Mount Gram, the escarpment ramp, the canyons, and the edge of Elrond’s lands.

He stood and brushed his hands clean.

"We make better time together," he began, voice steady and low, "and for the first leg of the journey, our paths are the same."

He pointed at the line south-east from Mount Gram.

"From here to the escarpment ramp is just shy of a hundred miles — southeast, along the high ridges. That’s solid country, if we move carefully. Trolls built a path through it; they’re not clever, but they clear a road when forced to. We follow that."

Then, he traced two diverging lines.

"Once we reach the ramp, we split. One group continues due south. That’s another 80 miles or more through broken country to reach the head of Elrond’s mazes. It’s slow going — no clear trails, and the paths twist."

He tapped the second route.

"The rest break east and a little south — toward the canyons. It’s a longer route, 150 to 175 miles all told, but after the first 80 miles it curves toward the Hillmen’s lands. From there, it’s a shorter push to the same northern edge of Elrond’s territory."

He let that settle a moment before continuing.

"But here’s the point — if we go together for that first 80 miles, we stay strong, hard to track. No one walks alone through the dark behind us. Then we split. Two routes, two paths to the same end."

He marked a circle at a place where both routes would come near Elrond’s northern reaches — close to the hill-town known to trade with the Elves.

"We regroup here, just north of the Hillmen town. Nearest place to Imladris where we can be seen openly without giving our game away. If all goes well, we’re in Elrond’s borders by dusk the next day."

He looked around the group.

"No detours, no heroics. We’ve seen enough. Our work now is to bring what we know back safely — and unseen."

Jot straightened, voice iron-quiet.

"Agreed?"
Last edited July 12, 2025 1:40 am

Rolls

Lore - (1d12+3d6)

(5) + (163) = 15

Jul 12, 2025 7:52 am
He stares as hard as he can at the Ranger's sketch in the ground: keen to commit it to memory.

He does not hold that he knows enough of these lands to add anything nor to question Jot's proposed routes. Like the Ranger he is not comfortable with the splitting of their party (though that could have more to do with Cora being in the other group!), yet there are definite advantages to doing both courses of action: and time was pressing on them for both objectives.

That Ahmo would go alone to Imladris first, if she had to, is certain. He can recognise a set mind when he sees one! And having Cora go their would benefit her too - that Vile Leader seems to have shaken her up.

But he does not wish to abandon the Hillmen to being annexed and forced into an Evil Purpose (or destroyed). He knows it is the right thing to do to warn them and give them a Chance.

Unbidden, he recalls the final moments of Atawulf; their friend and comrade who gave his life to protect the elf lady Irime. Atawulf was one who did what was necessary - and with a grin and a loud battlecry on his lips too.

"You know, Jot. Atawulf would have had a Song for a moment such as this. "

Oderic hums one of Atawulf's favourites, a drinking song with a story of a jolly Hunter pursuing a bear that turned into a brown-haired woman of great beauty. Not a surprising tale from a Beorning!

Rolls

Song - (1d12+3d6)

(3) + (144) = 12

Jul 12, 2025 8:12 am
Her only questions are to do with the times involved. Jot again gives his best guess here as an answer. It is telling that the seasoned traveller, Larsi nods along with the Ranger's estimates.

Given fair weather and an even share of luck, it will therefore be 3 days and nights travel together; they would reach the splitting point on the fourth day. Another four days, but more like five or six would get Oderic and the others to the Hillmen it seems, while she and Ahmo might get to the edge of the elven lands in three or four days too - but such is the nature of the ground after they climb the escarpment with the troll- built ramp on it, that the journey could easily be twice as long.

Coming back from Imladris to the rendezvous at the village termed Crannach Brog by Jot? That depended on how long they took in Rivendell, and whether Elrond permitted them to return. But that village was a fair way south of the Hillman Canyons, sixty miles or so. Another three days most like.
Jul 12, 2025 8:16 am
As he listens to Jot answering Coras question about timings...

His group would reach the Hillmen in seven to ten days time. The goblin army would need about twelve nights marching, adding on some more time to get through their training period... they might have as little as three days to work with the Hillmen; or as much as a week: but no more can be expected.

And reinforcements from Rivendell might only arrive three days after the goblins reach the area.


How might the goblins be delayed?
Jul 12, 2025 1:20 pm
Let's be about it, then, she said, strapping on her ruck.
Jul 14, 2025 4:24 am
Cora is ready to move, her few things were packed and organised while they were eating before they had their debate.

She cuts a slight figure next to the imposing elf woman. Her face is set, with a determined look: yet to Oderic he thinks he can see the tension that the responsibility of being a messenger - and with such an important message - creates.

Just before they set off he quietly approaches her and passes her a thin line of leather cord with a single pale blue stone threaded on it.


"This is a Bluestone, that a friend of mine gave me a little while back. She says that the militia of Archet, a village outside Bree, wear as a good luck token when out travelling in the Wild.
It makes me think of her and her partner, Ageric: and all the advice they ever gave me comes to mind.

Take it and wear it now, and it too can help you remember that your friends will have you in their thoughts.
Look after it, and you can carry it back to me after you have achieved your task."


Cora is somewhat surprised and very proud to receive such a gift: Oderic has not removed it before in all the time she has known him.
Jul 14, 2025 6:02 am
Please add any pre-journey posts here, then the travels can begin in Chapter 3!

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