Showing posts with label Mirkwood spider cult campaign. Show all posts
Showing posts with label Mirkwood spider cult campaign. Show all posts

10 February 2023

C7d20 and Black Flag: the coming 5e Clone Wars?

 

During the recent “OGL Crisis” – caused by WotC’s recent, almost cartoonish, avarice and arrogance – a number of third-party publishers announced plans to create systems “fully compatible” with 5th edition Dungeons & Dragons – but not dependent on the OGL (instead, alternative licenses would be used, such as the forthcoming ORC).  

 

Kobold Press is pursuing what it calls “Project Black Flag.” The system will be compatible with 5e while refining elements of it: “Kobold plans to revise and sharpen familiar mechanics while offering new, streamlined options for a core tabletop game.”

 

While 5e is a vast improvement over 3e in terms of reducing its “fiddliness” (and overall gratuitous complexity), it definitely could use some further streamlining in my view. So I’ll be interested to see what the Kobolds come up with.

 

Cubicle Seven also is developing a 5e-compatible system: “C7d20” (not the most evocative of names, alas). Their announcement mentions the version of 5e that they designed for their excellent Adventures in Middle-earth game (now in the hands of the Free League, revised and renamed The Lord of the Rings Roleplaying 5e). As I’ve mentioned before here, I am a huge fan of AiME – I ran what I thought was a very successful campaign using AiME a few years ago – and think that it’s a better system overall than “core” 5e. I expect that C7 will incorporate elements of AiME into C7d20 (I read somewhere that C7 already has revised the excellent “journey” rules from AiME for their forthcoming “Broken Weave” setting).

 

Among the growing family of 5e compatible systems I should also mention ENWorld’s Level Up: Advanced 5th Edition system. It’s been out for at least a year now, I think, so it was not created in reaction to WotC’s recent mischief. However, since it introduces additional complexity to 5e – hence the “Advanced” part of its name – it is not something in which I’ve been interested. Nonetheless, it’s a freestanding system, compatible with 5e, and seems to have its supporters.

 

Finally, at the other end of the spectrum from Level Up, is Into the Unknown. Inspired by the Basic and Expert rules for D&D from the very beginning of the 1980s, Into the Unknown simplifies and streamlines many elements of 5e while introducing a few mechanisms (especially concerning dungeon and wilderness exploration) that resemble those from earlier editions.  Like Level Up, Into the Unknown has been out for a while now (it was released in 2019). But it’s a freestanding 5e-compatible game that (hopefully) will continue to be available in the future. (I’m using a house-ruled version of ItU for my current Greyhawk campaign.)

 

Even though WotC has abandoned its attempt to “de-authorize” the OGL 1a (which is good news for ItU) and has “CC-ized” the 5e SRD, the projects by C7 and Kobold Press are set to continue. I’m genuinely curious to see how they turn out. 

 


 

12 February 2022

To the Mountains of Mirkwood and the Tower of Black Glass

Adventures 7 and 8 of the Spider Cult of Mirkwood campaign  


The Characters (more information here):

  • Hengil Foros (Dúnedan Warden of Rivendell) 
  • Ulvmund Galmund (Barding Warrior of Dale) 
  • Hartmut Hare-Eye (Beorning Wanderer of the Anduin Vale)

Information on the campaign:

[A portion of Peter Fenlon's amazing map in ICE's Mirkwood]

Adventure 7: To the Mountains of Mirkwood


7.1 From Rhosgobel to the Old Forest Road (mid-April 2947)

 

The companions, accompanied by Quesse (a raven of Radagast), depart Rhosgobel and travel to Woodmen Town. There they stay (once again) at ‘The Gentle Leaf’ inn. At the inn they meet the dwarves Bofri and Nili (‘the silent’). Hengil convinces Bofri and Nili to join the company’s mission to the tower, explaining that removing the menace posed by the cult is necessary for the dwarves of Erebor to open up the Old Forest Road again for trade.

 

The companions deliver Radagast’s book to the herbalist Witihis. Upon learning that the party plans to travel to the Mountains of Mirkwood, the herbalist warns them that there are dangerous vines high in the peaks (the ‘Yavin Girith’ [S. “Shuddering Fruits”]). The vines’ fruit is deadly and should be avoided. The vines also disperse soporific spores, a blue mist that can induce a dreamless sleep. He gives the companions five dried leaves that can revive sleeping people (when crushed and breathed in by those who slumber).

 

The party then visits the hallowed Hall of Balthi and gains an audience with Althyn Waulfa (the leader of Woodmen Town). Waulfa commands two Woodmen hunters—Evoric and Grimfast—to accompany the party on their mission.

[Central Woodmen Town from ICE's Mirkwood]

From Woodmen Town the company journeys to the entrance to the Old Forest Road. At the entrance is a small Beorning fort, built upon an ancient Dwarven way station. It is commanded by an old acquaintance of Hartmut, Otbert.

 

7.2 The Old Forest Road (late April 2947)

 

The party travels along the Old Forest Road. Two days into the forest the company encounters Geirbald and his Brotherhood of Outlaws. Geirbald warns the company of the legendary Werewolf of Mirkwood. The adventurers rest with the Outlaws in their hidden camp.

Two days later the company comes across an ancient statue; it is identified by Bofri to be the likeness of Thráin I (first king of Erebor).

 

Later in their journey Quesse (the raven) warns the party of an imminent ambush by goblins. Surviving unscathed, they continue for many days deeper into the forest. Two weeks after entering Mirkwood the company camps at another old dwarven way station. Midway through the black night, the group is attacked by six Woodmen cultists, two attercops, and a terrible great spider. Evoric is tangled in webs. Nili and Hartmut are knocked out by the cultists’ sleeping poison. The great spider almost defeats Ulvmund but ultimately is driven away. The other spiders and the cultists are slain. Battered, sickened, and tired, the company deliberates about what to do next.

 

While the party rests, Hengil has a vision of a lost refuge. The refuge is hidden in the ruins of an ancient Elvish fortified town, abandoned millennia ago, that lies along the old Elf trail to the north.

 

7.3 Into the Mountains of Mirkwood (late April 2947)

 

After another day of marching along the Old Forest Road, the party finds the hidden mystical Elf path and begins journeying north into the Mountains of Mirkwood. (This path, which has survived the centuries thanks to Elvish enchantments, was indicated on the party’s map by Haldir back in Rhosgobel.) As the party ascends into the bleak mountains, the oak and beech trees are replaced with dark pine. A sense of despair overwhelms the companions.

 

At long last, the party reaches the safe hideout in the ancient refuge of the Wood Elves. There the party rests. Hengil has a dream of the black tower, Sarn Goriwing, and apprehends its overall layout. He also sees the pale and beautiful leader of the cult within the tower. To Hengil’s amazement, she looks to be of the Dúnedain! While still dreaming, the mistress of the tower turns her gaze towards Hengil and he awakens in a cold sweat.


[Sarn Goriwing from ICE's Mirkwood]

 

The party continues their journey upwards into the mountains the next day. While travelling alongside a steep ravine, the woodman Evoric falls over and down into some thick webbing. He is soon slain by a horde of attercops, who then start scurrying towards the companions. Grimfast throws his torch upon the webbing, which rapidly goes up in flames. Unfortunately, Grimast also is slain by an attercop. However, the surviving attercops flee and the diminished party continues its quest.

 

After another day of travel the party approaches the Black Lake. About 4 miles south of the lake the adventurers depart from the Elf path and head due north towards the lake, which is hidden high in a valley within the mountains. As they approach the black lake between two rough mountains (two miles apart) they come upon hundreds of Yavin Girith (S. ‘Shuddering Fruits’). A faint blue mist emanates from the beautiful vines. These spores cause Ulvmund and Grimfast to fall fast asleep. Fortunately, Hengil remembers the lore regarding the Yavin Girith (told to him by the herbalist Witihis) and crushes the leaves to awaken Ulvmund and Grimfast.

 

The adventurers travel away from the vines. Dusk falls and the party makes camp.

 

Adventure 8: The Tower of Black Glass  

 

8.1 Sarn Goriwing

 

The party scouts the Black Lake. It is roughly one mile in diameter. The shores of the lake are rocky, but there are many dark pine trees. The lake itself looks like a smooth mirror of jet glass. At the north edge of the lake the adventurers spy the black spire rising above the spray of the waterfall. The waters of the lake are fed by a variety of mountain streams; the lake water flows around the tower, and down a waterfall. The resulting river is the tainted infamous Gûlduin—the river that induces sleep in all who drink from its waters.

 

On the western side of the lake are some stone plinths. The party spies two rafts tied to the plinths. Hartmut is true to his moniker “Hare-eye” as he spots two patrols of spiders circling the lake, and some human guards near the rafts.  

 

The party ambushes one of the patrols. Two spiders are slain. The third makes a deal with the party. In return for an oath to let it flee safely, the spider tells the party the password for the tower: “Web of Blackness” (spoken in the tongue of the Woodmen, followed by some spider clicks). The spider then scuttles away.

 

The party ambushes the other patrol and the guards near the rafts – all are slain quickly and quietly by the crafty heroes. A raft then is used to reach the tower. Using the password, the adventurers fool the Woodmen cultist guards into thinking that they are friendly forces.

 

[Woodman cultist (image from C7's Rhovanion Region Guide)]

 

The tower then is explored. Many important tomes and items are procured. Another eldritch black stone is found. At its base is written: “Submit to the Glory of the Unlight!” (written in a corrupt form of Quenya). Sensing its malevolent nature, the adventurers carefully claim it.

 

To his enormous relief and delight, Hengil finally recovers the lost artefact of the House of Foros: the great mithril horn “Fuinavar” (‘gloom-refuser’)!

 

Heading up the black spire further, the adventurers finally reach the laboratory and library of the tower’s Númenórean sorceress, Ungurth Móré (‘Blackheart Deathspider’), and her mighty Woodman guardian Urlik. Urlik is accompanied by a terrible hunter spider. They are not pleased by the party’s appearance.

 

An alarm resounds throughout the tower. Woodmen cultists from below charge up the stairs to aid their dark lady in her hour of need. They are slain. Ungurth Móré, Urlik, and the spider flee to the top of the tower. They are pursued by the party. A great mêlée ensues. Hengil blasts Fuinavar to rally his companions. Urlik and the spider are killed while Ungurth Móré leaps over the edge of the tower. She lands on a giant bat that starts to fly away to the north.

 

Determined not to let the sorceress escape justice, Hartmut readies his longbow (the reward given to him by the merchant Thal Eolsen, many moons ago). He releases the string and his arrow pierces the back of Ungurth Móré, causing her to tumble from her vile mount to her death.

 

The party is victorious!

 

8.2 The journey to Lake Town (late April – early May 2947)

 

Triumphant but badly battered, the party leaves the tower and returns to the Old Forest Road. They travel east to Iach Celduin. Amidst the ruins of the town, they find a recently rebuilt inn and fort. The former is run by dwarves from Erebor; the latter is an outpost of Esgaroth. Bofri and Nili, drained by their recent travails, decide to stay with their kin at the inn for a while. They wish Hartmut, Ulvmund, and Hengil well, and assure them of a generous welcome should they ever visit Erebor in the future.

 

The party then travels from Iach Celduin along the old road to Lake Town.  

 

[Lake Town by J.R.R. Tolkien]

 

8.3 Plans for the future (May 2947)

 

While resting in Esgaroth, the companions make some plans for the future. They agree to take the black stone that they discovered in Sarn Goriwing to Radagast for safekeeping.

 

Helmut then plans to settle for a while near the Carrock. He hopes for some time of peace and reflection now that the cult has been destroyed. Ulvmund intends to return to Dale and request King Bard’s assistance in re-establishing the Galmund fiefdom. He smiles at his mind’s vision of a rebuilt tower of Bar-en-Dindol. And he hopes to find a suitable lady of Dale to ensure that his family line does not end with him. Hengil plans eventually to return to Rivendell with Fuinavar but is considering first visiting the beautiful elven sage Luinwen.

 

Now that the shadow of the spider cult has been extinguished, the future looks bright for the three accomplished companions!


[The characters ended the campaign at level 6. Perhaps future adventures await them?]


[Your humble GM managing the climatic battle atop Sarn Goriwing]


08 July 2019

The Spider Cult of Mirkwood: a summary of adventures 1–6


Notes:

- Some of these summaries link to longer posts.
- The full index—including character profiles, campaign notes, etc.—is here.
- The regional maps are by Peter Fenlon (from ICE's Mirkwood).
- The pictures of Radagast and Rhosgobel also are from ICE's Mirkwood.
- The picture of the basilisk is from C7's Rhovanion Region Guide.

1. The Spider Orb (May 2946).

The company meets for the first time in Esgaroth. They agree to help the villagers of nearby Ulgarstat with their troubles. In doing so, the party discovers both giant intelligent spiders and a black glassy stone with eldritch writing on it—all within a nearby but dark corner of Mirkwood.

1.5. Fellowship phase in Esgaroth (May-June 2946).

The company learns something about the black orb and its malevolent nature. They subsequently formulate a plan to journey to the Wood elf town of Celebannon, to consult with the Sindarin sage Luinwen who dwells there.

2. Into Mirkwood and Back Again (Mid-late June 2946).

The company journeys to Celebannon on some merchant rafts. There, within the inn ‘Dindraug’, they meet the Lake-man scout Rothaar One-Leg. They travel with Rothaar into the depths of Mirkwood, and help the scout recover the merchant Thal Eolsen’s chest from goblin brigands and a troll whilst rescuing a comely caravan guard. The company returns to Celebannon whilst being followed by nefarious spiders. In Celebannon they learn more about the black orb from Luinen.


2.5 Another Fellowship phase in Esgaroth (Late June – late August 2946).

Hengil (following the advice of Luinwen) decides that the black orb—a malevolent artefact related somehow to Ungoliant—should be rendered unto Radagast the Brown for safekeeping. Also, Ulvmund learns the location of his family ancestral home—razed by Smaug 170 years earlier—from the merchant Thal Eolsen.

3. To Bar-en-Dindol and Beyond (September 2946).

The company travels from Esgaroth to Dale, and then northwest from Dale to the ruins of Bar-en-Dindol—the ancient tower of Ulvmund’s ancestors. There they encounter vicious wargs, at least one ghost, and recover the ancient sword of the Lords of the Galmund family.

4. The Grey Mountain Narrows (September 2946).

The company leaves Bar-en-Dindol and travels along the Men-i-Mithrin (‘Grey Road’)—between the northern eaves of Mirkwood and the southern ridges of the Grey Mountains—and come across an ancient dwarf statue looking sternly south, as well as several living dwarves (Hár, Borri, and Snorri) fighting a band of goblins. After helping the dwarves, the party is taken to the secret hideout of the dejected dwarf lord Frár (‘the beardless’). The company wins a riddle contest against the rescued dwarves, and acquires a dwarf companion—Tholin the trader—for their journey to the Old Ford. While the company journeys to the shack of Amfossa the Trapper—which is located at the conjunction of the Mithlin (Greylin) and Langwell rivers at the head of the Anduin—they encounter, and successfully drive off, some vicious wargs, including a large one that had tracked them from the ruins of Bar-en-Dindol.


5. Down the Anduin (October 2946).

The company rests for several days at the enchanted shack of Amfossa the Trapper. They then journey south in a raft guided by Narlin the northman trader. Whilst drifting along the great river, the companions spot a giant kingfisher—the Kingfisher Lord—before arriving in the small town of northmen traders known as Maethelburg (located where the Sirros river joins the great Anduin). Tholin guides the adventurers to the ‘Blue Giant’ inn and the ‘Golden Foam’ tavern. There the Dúnedan Warden Hengil learns of the brigand Cruac, as well as of a giant in the wilds who challenges all he encounters to games of riddles. 

From Maethelburg the company journeys by foot to the Old Ford. At the ‘Hall of the Crossing’ the companions learn that many Beorning and Woodmen travelers and families have disappeared in recent months. Tholin says farewell, and the party continues south. They encounter an enigmatic old man with a long white beard, dressed in a white cloak, who does not identify himself to the party—but gestures oddly at them, filling their hearts with courage. This proves to be a boon, as the next day the companions stumble upon a vile basilisk—a terrible creature from ancient times that dwells in the hidden corners of Mirkwood and the surrounding wilderness. Ulvmund is paralyzed and Hartmut poisoned by the noxious breath of the boar-sized reptile before it is finally slain by Hengil. 

Battered and sickened, the three adventurers stagger into Rhosgobel two days later, where they are healed by Radagast the Brown.



5.5. Fellowship Phase in Rhosgobel (Winter 2946-47).

Radagast takes the spider orb from the party and buries it in his hallowed grove; the grove’s enchantments, the wizard believes, will contain the stone’s malevolent aura. He explains that the stone seems to be connected to an ancient spider cult of the Woodmen. This cult supposedly disappeared with the rise of the Necromancer almost two millennia ago, but (clearly) seems to have returned. 

The companions winter in a stone cottage within the Woodmen village, near the wizard’s home. Hengil receives a book of lore from the wizard, while Hartmut and Ulvmund receive special herb pouches. Hengil and Ulvmund try to hunt with the woodmen but fail miserably; Hartmut, however, learns to prepare healing salves. 

Radagast and the companions are visited by Arciryas (a scholar from Gondor, and student of Saruman). Radagast tells Arciryas that Saruman has been traveling about the Anduin Vale throughout the past autumn and summer searching for something—the party infers that it was Saruman whom they had met earlier in their travels!



6. The Barrow of the Spider Cult (March 2947)

As spring approaches Radagast tells the companions that some of his owl friends have reported strange happenings at an ancient Barrow of the Woodmen to the north. Giant spiders and cloaked Woodmen have been going into and out of the barrow with great frequency. Armed with a dagger of Númenor—a gift from the wizard—the party agrees to investigate. They stop at Woodmen Town en route. There they stay at ‘The Gentle Leaf’ inn and meet the dwarf Bofri (son of Bofur). Hengil learns from the Woodmen that many of their kin have disappeared in recent months. 

At the barrow the company encounters woodmen cultists—including one, Bodaric, capable of using dark sorcery, and who poisoned Hengil with his words alone—and a deft spider. Within Bodaric’s lair the party finds a map of central Mirkwood—a black spider symbol is located at the head of the Gûlduin River. After eliminating the cultists, the company discovers a vile shrine with another black orb upon an altar. The party takes the orb, and heads back to Rhosgobel. 

During their trip they come across the burnt remnants of a Woodmen cottage; the company rescues a young woman, Varya, who describes an attack by cultists and spiders. The companions take her with them to Rhosgobel.


6.5 Fellowship Phase in Rhosgobel (late March to early April 2947)

The companions meet with Radagast and the Sindarin lord, Haldir of Lorien. At this conference the party learns more about the ancient spider cult from Haldir; they also learn that the black tower at the head of the Gûlduin River is ‘Sarn Goriwing’ (Sindarin: ‘Abhorrent Spray’s Stone’). Hengil realizes that this is the tower from his prophetic dream in Rivendell! Radagast recommends that the company investigate this tower and try to end the threat posed by the cult. To aid the characters, Haldir gives them three Elven cloaks, some Elven rope, and a map of an ancient Wood Elf trail through the Mountains of Mirkwood. Radagast asks one of his Raven friends—‘Quesse’—to accompany the party and act as a scout for them.

27 July 2018

Spider Cult of Mirkwood Campaign

Here is the index of my posts on my Spider Cult of Mirkwood campaign. It will remain in the section of this blog entitled ‘Some of my RPG Stuff’ (always found in the upper-right corner). This index will be updated as new entries concerning the campaign are posted here. 

[Part of Peter Fenlon's beautiful map from ICE's Mirkwood]

General Description:

This campaign takes place in Mirkwood and the surrounding regions—the Long Lake area, the ‘narrows’ north of Mirkwood and south of the Grey Mountains, and the Anduin Vale—about five years after the events described in The Hobbit (it starts in late spring 2946 of the Third Age).

I’ve drawn on a number of different resources for this campaign. In addition to the works of Prof. J.R.R. Tolkien (of course!) and my own imagination, I’ve made use of some of ICE’s old Middle-earth Roleplaying (‘MERP’) materials, in particular their Mirkwood setting book, and the more recent books from Cubicle 7, especially the Loremaster’s Guide and the Rhovanion Region Guide. However, I’ve changed a lot in what I’ve taken from the ICE and C7 materials. Finally, the campaign idea was inspired partially by an old White Dwarf MERP adventure—‘The Dawn of Unlight’—written by Graham Staplehurst. I’ve used very little from the adventure itself except for the core idea (namely, a secret ‘cult’ devoted to Ungoliant), but I’ve always liked Staplehurst’s adventure and am delighted to finally make us of it.

The system I’m using is Adventures in Middle-earth, which adapts the 5th edition Dungeons and Dragons rules for Middle-earth. I think it does a pretty good job!

Character Information:

  • The character backgrounds for: Hengil Foros (Dúnedan Warden of Rivendell), Ulvmund Galmund (Barding Warrior of Dale), and Hartmut Hare-Eye (Beorning Wanderer of the Anduin Vale).

The Adventures and Fellowship Phases:


Some related posts:

[A picture by Charles Peale from ICE's Mirkwood.]


16 June 2018

A note on my Spider Cult of Mirkwood Campaign posts

As you may have noticed, I’ve posted a lot about this campaign over the past day or so. The reason: my Adventures in Middle-earth campaign is starting up again (after a 5-month hiatus). I’ve been going through my notes and trying to organize them. It’s surprising how many things I’ve forgotten about since we started up over a year ago! 

In an attempt to get (somewhat) organized, I’ll create a single ‘index’ and ‘log’ for the campaign. This index will join a few others that I’ve posted here for my games over the years (the links to which can be found in the upper-right corner of the blog). It should be posted in a few days. The log will include summaries for each adventure. These will be a few sentences long each. Unfortunately, I don’t have the time or energy to keep writing up ‘complete’ recaps for each adventure. The one’s I’ve already posted will stay up, of course, but I probably will not be doing any more, except perhaps for the final adventure in this campaign storyline (given its importance).

[Part of Chris White's cover image for ICE's Southern Mirkwood book.]
(Notice the Woodmen hiding in the tree huts in the background!)

15 June 2018

To the Tower of Bar-en-Dindol (Spider Cult of Mirkwood campaign part 3)

September 2946...

[A portion of P. Fenlon's magical map from ICE's Mirkwood.]

The agents of Thal Eolsen are successful in their inquiries, and the merchant provides Ulvmund with the location of his ancestral home. The Galmund fiefdom was located about 90 miles northwest of Dale. The family’s ancient tower was located atop a hill that overlooked a small lake, near the ‘Grey Road’—the Men-i-Mithrin—which runs north of Mirkwood (it once connected Dale and Lake-town to the dwarven holds of the Grey Mountains). The tower was called ‘Bar-en-Dindol’, which means ‘dwelling at the silent head’ in Sindarin (it was named by the first Lady to dwell at the tower, who hailed originally from Gondor and thus was fluent in the elvish tongue).

Excited by this news, Ulvmund implores his companions to help him investigate his family’s ancient land and stronghold. Hengil and Hartmut agree, so long as the companions then travel to the Anduin Vale and transport the malevolent black orb to the wizard Radagast.

The companions journey to Dale, and then onwards to the Galmund ruins. En route, on a grey and misty day, the company spots a rider in the distance. The rider does not approach the party, but instead gestures to the northwest; he then rides away, disappearing into the mists.

Eventually the companions reach the ancient land of the Galmund family: the small lake, village, hill, and tower. Unsurprisingly, the village and tower are ruins, though the main floor of the tower remains largely intact.

[Image taken from ICE's Bree supplement.]

Within the tower, the companions discover some wargs (survivors, no doubt, of the Battle of the Five Armies). They defeat two of the vile creatures, but Ulvmund is knocked unconscious, and an especially large and vicious warg escapes to the north.

While Ulvmund slumbers he has a remarkable dream:
Ulvmund sees the tower of his family as it must have looked two centuries ago. Made of firm, clean stones, carefully mortared and smooth, the tower reaches into the sky for a hundred feet. It is a bright spear in the grim Marches. Bright eyed Northmen stand on the top, looking toward the dolorous peaks of the Grey Mountains. Below the Silent-Head hill, stretching along the small Quiet Lake, is a hamlet of farmers and fishers.  
The peace and beauty of the scene is shattered when a black shadow passes over the tower and hamlet. The dragon has come! Smaug, for a malevolent reason known only to himself, desires to extend his desolation far beyond the ruined cities of Dale and Erebor. The wooden buildings of the hamlet erupt in flame; the villagers are all slain to a child. The great tower is not spared: with claw and fire, its upper reaches are destroyed. The guardsmen, servants, and other inhabitants are reduced to ashes or plummet to their deaths. Once the lands about the Silent-Head hill have been blasted, the dragon moves on to wreak destruction elsewhere. 
The vivid nightmare concludes, and Ulvmund awakens in a cold sweat. Standing before Ulvmund’s prone body is the translucent image of his ancestor, Lord Alaric. With an expression of great sadness, he makes a gesture that Ulvmund understands to symbolize a well. The ghost then points to the southeast from the well. Finally, as he begins to fade, Alaric points directly at Ulmund and nods. After a few seconds the image disappears. Were it not for its vividness and detail, Ulvmund would swear that he was still dreaming.
Following the instructions given by Lord Alaric, the companions discover a tunnel and three skeletons (the fleeing members of the Galmund family). The Galmund family sword is recovered. Having been crafted by the dwarves of ancient Erebor, the blade remains in excellent condition despite its many decades of neglect.

The next day the companions depart along the Men-i-Mithrin (“Grey Road”). Ulvmund Galmund vows to return someday, though, to rebuild and resettle his family’s demesne.





A plan is made concerning the Black Orb (Spider Cult of Mirkwood part 2.5)

Late June – late August 2946...

 [From ICE's Mirkwood (map by Peter Fenlon).]

Upon returning to Lake-town, the company returns the locked box to the merchant Thal Eolsen. Delighted, the merchant rewards each companion with 20 gold coins. Eolsen also offers a boon to each member of the company. Hengil accepts a finely crafted sword, whereas Hartmut accepts a mighty longbow. Ulvmund requests that Eolsen use some of his many contacts to find what information he can about the Galmund ancestral home, including its precise location. (Ulvmund knows only its general location, as most of his family and their records were destroyed when Smaug razed their home in T.A. 2774.)

Hengil spends much of July and August meditating and studying some of the ancient texts of the elves [healing corruption caused by the black orb]. He also decides, with advice from Luinwen, that the black orb should be taken someplace west of Mirkwood for safekeeping—either to Radagast the Brown, Saruman the White, or Galadriel of Lothlórien. Radagast is selected by the company, as he is closest.



Into Mirkwood and Back Again (Spider Cult of Mirkwood adventure 2)

Mid-late June 2946...

The companions leave Esgaroth with a caravan of four barges. The barges push up the Celduin River to trade with the Wood Elves. After 4 days of travel, the floating caravan reaches the Wood Elf town of Celebannon.

[Map of Celebannon from ICE's Mirkwood.]

The companions go to the only inn in town—‘Dindraug’—where they learn from the Elven traders that the spiders of Mirkwood have become more active in recent years, since the disappearance of the Necromancer. The forest goblins, on the other hand, have become less active during the same period.

Hengil visits the Sindarin scholar Luinwen’s abode. He asks the scholar to help him learn more about the black orb. She agrees, but tells the Dúnedan that it will take her several days of research.

Rothaar One-Leg, a scout and warrior in the employ of the Lake-town merchant Thal Eolsen, arrives at Dindraug early in the morning. He meets the party and informs them that his caravan has been ambushed by a band of goblins, working with a large creature. He does not know what the large creature is, as he was not with the caravan at the time of the ambush; instead, he was scouting the trail ahead of the caravan, and discovered the dead guards and wagon ruins upon his return. Rothaar believes that the goblins have taken at least one guard prisoner, as well as the loot from the wagon.

[Rothaar by Liz Danforth, from ICE's Denizens of the Dark Wood.]

The companions agree to help Rothaar, as does a young (rather eager and naïve) elf hunter named Galen. After Rothaar rests for a few hours and the heroes prepare themselves, the party departs Celebannon, heading southwest along the Elf-path.

In the late afternoon (June 22nd) the party reaches the ambush site. Hartmut identifies the tracks of the mysterious ‘large creature’ as those of a hill troll; the others belong to forest goblins. The beorning then leads the party to one of the hidden rest spots known to him in the region. 

The next day Hartmut and Galen follow the tracks to small clearing; within the clearing, halfway up a rough hill, they two spot a dismal cave. The party convenes at the edge of the clearing; they spy a goblin lurking near the entrance to the cave. Hengil sneaks up to a bush halfway to the hill. There he makes a pheasant sound to draw out the goblin guard. The goblin leaves to investigate; it is promptly shot and slain by Hartmut and Ulvmund.

The company then approaches the cave. Alas, their attempt at stealth fails miserably, as the goblins inside are alerted and they ask the party something in the grotesque Orcish tongue. Unable to answer, the companions charge in to confront their nemeses. After a brief combat, the goblins flee further into the caves. The vile creatures are pursued—eventually a terrible struggle ensues. The goblins are promptly joined by a massive troll, which quickly knocks poor Galen unconscious. With his mighty axe, however, Hartmut manages to chop the troll to death.

[Another picture by Liz Danforth from ICE's Denizens of the Dark Wood.]

Following the desperate mêlée, the party discovers a concealed ‘chimney’—clogged with webs—that leads up and out of the cavern complex. Ulvmund also discovers a kind of ‘saddle’ strapped to the back of the troll. The companions deduce that the saddle is designed to enable a large spider to ‘ride’ the troll as a kind of mount—fortunately, and to the relief of all, there is no sign of the spider itself. After some careful exploration, Hartmut uncovers a finely crafted locked box—the prized possession of the merchant Thal Eolsen, taken from the caravan. Rothaar promises the party that the merchant will reward them greatly for the box’s return.

The party returns to Hartmut’s safe-hold and camps for the night. The following day they journey to Celebannon. During their trip, though, Ulvmund senses that the group is being followed. The Dale-man’s intuition is vindicated when Hartmut spots some spiders following them within the trees. Upon being discovered, the spiders retreat further into the forest. The party, badly battered by their fight with the goblins and troll, elect to return to the elven village rather than pursue the spiders.

The company spends a few days (June 24th – 27th) resting in Celebannon. Luinwen has completed her researches concerning the black orb. She gives Hengil the ‘Legend of Unlight’ (which concerns the poisoning of the Two Trees, Telperion and Laurelin): 
The Tale of Ungoliant
…Therefore Melkor said to her: ‘Do as I bid; and if thou hunger still when all is done, then I will give thee whatsoever thy lust may demand. Yea, with both hands.’
A cloak of darkness she wove about them when Melkor and Ungoliant set forth: an Unlight, in which things seemed to be no more, and which eyes could not pierce for it was void.
Upon the mountain-top dark Ungoliant lay; and she made a ladder of woven ropes and cast it down, and Melkor climbed upon it … Then Melkor laughed aloud, and leapt swiftly down the long western slopes; and Ungoliant was at his side, and her darkness covered him.
And in that very hour Melkor and Ungoliant came hastening over the fields of Valinor, as the shadow of a black cloud upon the wind fleets over the sunlit earth; and they came before the green mound Ezellohar.
Then the Unlight of Ungoliant rose up even to the roots of the Trees, and Melkor sprang upon the mound; and with his black spear he smote each Tree to its core, wounded them deep, and their sap poured forth. But Ungoliant sucked it up, and going then from Tree to Tree she set her black beak to their wounds, till they were drained; and the poison of Death that was in her went into their tissues and withered them, root, branch, and leaf; and they died.
And still she thirsted, and going to the Wells of Varda drank them dry; but Ungoliant belched forth black vapours as she drank, and swelled to a shape so vast and hideous that Melkor was afraid.
Hartmut then tell Luinwen—and the other companions—of his past encounter with the ‘spider cult’. 

The party bids farewell to Luinwen and Galen, and returns to Esgaroth with Rothaar.

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I'm a Canadian political philosopher who lives primarily in Toronto but teaches in Milwaukee (sometimes in person, sometimes online).