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

load next

You do not have permission to post in this thread.