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Idunn, daughter of Theodwin, nicknamed The Bride


Vladim

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Basic:

 

Culture: Woodmen of WilderlandAs all Men of the North, they are commonly light-haired and tall, but often brown-skinned with a little red in their cheeks thanks to a life in the open. Sometimes deemed surly of speech and unforthcoming by other folk, they are rangers and hunters, haters of Orcs and Spiders, skilled in fighting in the deep of the woods with bows of yew, stout spears, and long-hafted axes. They were once skilful tamers of steeds and hunting dogs, but their life under the Shadow has forced them to mostly abandon the training of horses, and to favour that of hounds.
Standard of Living: FrugalThe Woodmen carve a living out of meagre hunts, burning charcoal and breeding animals. Their constant fight with the Wood and its wild things leaves them struggling to do more than simply survive. Their culture ranks as Frugal.
Cultural blessing: WoodcraftyThe Woodmen know the woods so well that they can put a name on every shade of green found in a forest. Wearing the proper raiment and adopting clever ploys suggested by the Brown Wizard, they can trick the eyes of others and use the many obstacles found in the woods to their advantage.
• When the Woodmen fight in the woods, they use their favoured Wits score as their basic Parry rating.
Background: The HoundThe dogs bred by the folk of Woodland Hall are dun in colour, long of limb, sharp-nosed, gaunt and great. Since you were a child, you have always felt drawn to their natural grace and ferocious loyalty. But, above all, you share their love for the hunt, and you can feel their excitement when they are closing in on their prey.
Calling: SlayerYou or your family have suffered a terrible loss at another’s hands. You have become an adventurer to take your revenge on whoever wronged you, or maybe just to leave behind a life that you are not able to enjoy any more. Yours is a difficult path to tread, as what you have been through makes it hard to give your trust to anybody.
Shadow weakness: Curse of VengeanceIndividuals who live by the sword are ever tempted to draw it, either literally or figuratively, when their will is thwarted or when they deem their honour to have been impugned by an insult. As corruption spreads in the hero’s spirit, his behaviour worsens, leading to more extreme violent reactions.
Specialities: Enemy-lore (wolves)Enemy-lore is not a single Speciality; you must select the race of enemies this Speciality applies to. This Trait gives you knowledge of the characteristics, habits, strengths and weaknesses of your chosen enemy; warriors and hunters often owe their survival to such knowledge. Slayers invariably dedicate themselves to the destruction of an enemy.

Examples of use:
(Battle) To know the preferred tactics of your enemy.
(Inspire) To arouse your fellow defenders to fight as fiercely as you against your deadly enemy.
(Lore) To know a tale that links to a current danger from your enemy.
(Search) To spot a trap set by your enemy.
Leech-craftYou are skilled, according to the tradition of your people, in the healing of wounds and sickness.

Examples of use:
(Healing) To use your knowledge to heal a gravely wounded warrior.
(Insight) To spot an ailment that hinders the judgement of those you converse with and a possible remedy.
(Lore) To know an obscure cure and the right ingredients needed to make it.
Shadow-loreYou have recognised that there is a shadowy thread unifying most of what is malicious, dark and terrible in Middle-earth, and that the thread is thickening year after year. A quality shared by the wise of the land, the truth behind this knowledge is getting plainer as the time passes. Wardens, committed to opposing the Shadow at every turn, collect this knowledge wherever they can.

Examples of use:
(Awareness) To recognize the taint of your surroundings and a likely cause of it.
(Insight) To see the influence of agents of the enemy at work behind the scenes.
(Inspire) To fill the hearts of your comrades with resolve against the growing shadow.
(Lore) To know of a tale of a threat similar to the one now faced by the fellowship.
Friend of the ViglundingsRelated to Guthred's dagger; the applications of this trait are very narrow.
Distinctive features: Forthright (direct)Your speech is plain and direct, as your words relate your thoughts without evasiveness.

Examples of use:
(Awe) To set forth candidly how something should be done whilst leaving no room for argument.
(Battle) To lead a company of men during a battle, directing them with decisive orders.
(Persuade) To use your plain speaking to stress the importance of cooperation between two factions.
Gruff (brusque)You often appear taciturn and surly; the truth is that you have little patience in dealing with others, and prefer to keep to yourself rather than indulge in conversations of little consequence. To some, your abruptness is a sign of your reliability.

Examples of use:
(Awe) To use your stern ways to make an impression.
(Healing) To minister to a wounded man in an efficient if abrupt manner.
(Inspire) To use as few words as possible to get your point across to bickering rivals.
Themes: Vengeance, Justice, Healing“Justice is not Healing. Healing cometh only by suffering and patience, and maketh no demand, not even for Justice. Justice worketh only within the bonds of things as they are... and therefore though Justice is itself good and desireth no further evil, it can but perpetuate the evil that was, and doth not prevent it from the bearing of fruit in sorrow.”

J.R.R. Tolkien, Morgoth's Ring
Music: None have returned, Far horizons, From the antlers

 


 

Attributes:

 

Body: 3 (6) Heart: 4 (5) Wits: 8 (10)

 


 

Common Skills:

 

*Bonuses: (1) Re-roll the feat die and take the best result (Hound of Mirkwood, Support).Awe: ••• Inspire: • Persuade: •
*Bonus: Add +1 to Athletics checks when using Elven rope.Athletics: ••• *Penalty: When making a Travel check, if a 6 is obtained with a success die, you must re-roll that 6 and take the new result. If more than one 6s are obtained, only one of them must be re-rolled (Thunir the raven).Travel: ••• *Bonuses: (1) Re-roll the feat die and take the best result (Feathered Armour).Stealth: ••
*Bonuses: (1) Re-roll the feat die and take the best result (Hound of Mirkwood, Support). (2) Upgrade the quality of success by one level if outside (Natural watchfulness).Awareness: ••• Insight: Search:
*Bonuses: (1) Add Wisdom score to Explore checks (Ruby on golden chain). (2) After making an Explore check, you may re-roll a success die. You must take the new result, even if it is worse (Thunir the raven). (3) Alternatively to (2), once per adventure, you may re-roll all dice on an Explore check (Thunir the raven).Explore: ••• Healing: •••

*Bonuses: (1) Re-roll the feat die and take the best result (Hound of Mirkwood, Support).Hunting: •••

Song: •• Courtesy:  Riddle: ••
Craft: • Battle: •• Lore: 

 


 

Combat:

 

  Skill: Damage: Edge: Injury: Enc:
Great Spear •••• 9 7 16 4
Long-hafted axe •• 5 (1h) / 7 (2h) G 18 (1h) / 20 (2h) 3
Spear 5 9 14 2
Dagger 3 G 12 1

 

Armour: 3d Headgear: 0 Parry: 8
Shield: N/A Damage: 3 Ranged: 0

 


 

Rewards, Virtues & Other abilities:

 

Virtues Rewards Other abilities
Hound of MirkwoodYour folk have always delighted in training great, long- jawed hounds, stronger than wolves. You have chosen a wolfhound of Wilderland to accompany you in your wanderings and the faithfulness of your hound reinforces your spirit.
Raise your maximum Hope score by 2 points.
But such trust comes at a price: a Hound of Mirkwood is a valorous and noble beast, always ready to take the side of his human companion during combat.
When you are engaged in battle, if an attack aimed at you produces an Eye Of Sauron result, the blow hits and automatically wounds the hound instead (in place of the effects of a normal hit). You may prevent this by taking the automatic wound yourself (you cannot roll for Protection). A wounded hound is put out of combat for the remainder of the scene, and will return at your side at the start of the next session only if you succeed in a Healing roll with a TN of 16. If you fail, the hound will not recover until the next Fellowship phase.
The training of a Hound of Mirkwood is an endeavour in itself; the teachings of Radagast have turned this craft into an art. When you first choose this Virtue, your hound learns to assist you with one Common skill as described under Support below, without paying the Experience point cost. You can train him to Support additional skills, as well as to assist you in combat, as a separate undertaking during later Fellowship phases, as follows:
Support: Acquired (Awareness, Awe, Hunting)
Harass Enemy: Acquired
Protect: Not acquired
Famous Weapon (Great Spear)1. Superior Keen: -2 Edge.
2. Flame of Hope: Add Valor to Endurance restored when using Rally Comrades; on a Gandalf, companion can also attack.
3. Unknown / not activated.
Speech of HoundsRudimentary understanding of the speech of hounds (Riddle or Song test)

(source: 'Befriend the Beasts' fellowship undertaking in Stonyford in 2947 T.A.)
Natural WatchfulnessWhether travelling, exploring or even resting, the behaviour of animals can communicate much to those who know how to interpret the signs. It could be the sudden silence of a bird, or the distant rustling of a beast in flight. You have learnt to recognise which sounds and sights reveal the approaching of enemies, and to read much from your surroundings.

When you are outside, you may upgrade the quality of a successful Awareness roll by one level, turning a success into a great success, or a great success into an extraordinary one. Additionally, during the day, you may make an Explore roll with a TN of 14 to gather information regarding the area surrounding you, as if you were observing it from a vantage point (the top of a tall tree, a small hill).
Feathered Armour (mail shirt)Radagast has blessed these suits of armour with his cunning, and now they don’t seem to make a sound when worn, whether they are made from animal skins or rings of steel.
When making a roll using Stealth wearing Feathered Armour, roll the Feat die twice and keep the best result.
Unlock potential+1 to Basic/Favored Wits

(Source: Destiny rewards towards the end of Sentinel of the North)
Protection Mastery (Mail)Add 1 Mastery die to all your Protection rolls made while wearing mail armour.    

 


 

Miscellaneous:

 

Total XP: 57   Unspent XP: 1  
Wisdom: 4   Valour: 3  
Endurance: 24/24 Fatigue: 15 Encumbrance: 15 Travel: 0
Hope: 13/16 Shadow: 6 Temporary: 6 Permanent: 0
Fellowship: 6 APs: 0 Treasure: 4 Standing: 3Woodmen & Viglundings (+1 Starting, +2 Guthred's dagger) / 2Beornings (+1 Starting, +1 from Kinstrife and Dark Tidings)

Patrons: Radagast the Brown

Fellowship Focus: Gramtyng

Sanctuaries: Mountain Hall (Firienseld), Black Tarn Hall

Holdings: Hunter's cabin in Black Tarn HallA small cabin up in the trees; Holding Rating 9.

Friendships and bonds: Cilderic the Wanderer+3 Shadow if hurt.

 


 

Travelling companions & equipment:

 

spacer.png spacer.png spacer.png spacer.png spacer.png
Uthred+2 to max Hope
Protects against enemy attacks (when enemies get a Sauron result on their feat die)
Support: Awareness, Awe (roll feat die twice and keep the best result)
Harass Enemy (Immediate adversary is considered Weary)
ThunirBonus: Explore. After making an Explore check, you may re-roll a success die (d6). You must take the new result, even if it is worse. Alternatively, once per adventuring phase, you may re-roll all dice on an Explore check (including the feat die). You must take the new result, even if it is worse.

Penalty: Travel. When making a Travel check, if a 6 is obtained with a success die, you must re-roll that 6 and take the new result. If more than one 6s are obtained, only one of them must be re-rolled.

Backstory: For many years, Thunir accompanied Banna, a young Woods-woman from Rhosgobel, and an apprentice to Radagast. However, as Banna learned more and more about the paths in the eaves of the forest, she grew tired of following Thunir, who, curious by nature, often led her astray because of his desire to explore even the dangerous parts of Mirkwood.

Thunir is energetic and knows the forest well, and is adept at finding shortcuts and hidden paths even in the depths of Mirkwood. However, his enthusiasm can get the better of him, and he often wanders off, forcing his human companions to go seeking for him even if they are tired from a long day's march.
GreycloudOne of the horses Idunn bought from Mogdred. RubyBlessing to Explore

Backstory: After a few moments bent over the spider-corpses, Evoric finally produced Idunn’s share of the treasure: a small, blood-red ruby that hang from a golden chain broken at the ends. Perhaps it was a necklace once, belonging to some elven noble.

’Such a fine gift you have never received…’ Evoric commented with a sly smile, but Idunn’s attention was too focused on the gemstone to take offense at his words. She held it up and saw the many reflections of the dark trees of the forest, coloured crimson through the gem, and its beauty captivated her. She had held precious treasure in her hands before, but no gold or dragon-scale had been as beautiful as this ruby.
Guthred's dagger+2 Standing, applies to Viglundings, can be invoked as a trait with very narrow scope, something like Viglunding-friend.

Backstory: On Guthred's palm lay a dagger - it had a very rough sheathe made of wood and steel - clearly not the work of any great blacksmith; it was built to last, but not anything more, bearing the insignia of a bull with lowered horns. The dagger itself had been an entirely different matter - precise, delicate work, with a single precious stone - a ruby - glinting in the sunlight. "This dagger was to be my son's when he came of age." Guthred's eyes shone for a brief moment, and he pressed the weapon into Idunn's hands. "...It is useless to me now. Take it - any Viglunding will recognize it as mine and will know you for being a friend. We are a suspicious people..."
spacer.png spacer.png spacer.png spacer.png  
Iron-leafFamous Weapon, Dwarven, Qualities activated: 2/3
Quality 1: Superior Keen (-2 Edge)
Quality 2: Flame of Hope (add Valor when using Rally Comrades)
Quality 3: ???

Backstory: Found in the haunted barrow under the Hill of skulls, and taken by Gramtyng, who gifted it to Idunn. Its history is currently unknown.
Elven rope+1 to Athletics when using.

Backstory: A parting gift from Ellerina and lady Irime.
Feathered armourEnc: 11, Protection: 3d, Qualities: (1) Feathered Armour, (2) Lesser cunning-made

Feathered armour: Radagast has blessed these suits of armour with his cunning, and now they don’t seem to make a sound when worn, whether they are made from animal skins or rings of steel.
When making a roll using Stealth wearing Feathered Armour, roll the Feat die twice and keep the best result.

Lesser cunning-made: A skilled craftsman has made this piece of equipment lighter or less cumbersome than its lesser counterparts, thus reducing its Encumbrance.
The Encumbrance rating of the selected item is reduced by 1 (to a minimum of zero Encumbrance).
This upgrade may be applied to any defensive item, and can be selected multiple times (always up to a maximum of three Qualities per item).

Backstory: A gift from Radagast and Dwalin of Erebor.
Mab's liquorRestores endurance of success die + Wisdom or Valour (highest) per sip, 2 sips remaining.

Backstory: A gift from Mab the spinner.
 

 


 

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Basic Information:

Name: Idunn, daughter of Theodwin, nicknamed The Bride
Culture: Woodmen of Wilderland
XP (total earned): 10
XP (unspent): 1

 

Momentum:

Max: Reset:
+10 +2 -6 -5 -4 -3 -2 -1 0 +1 +2 +3 +4 +5 +6 +7 +8 +9 +10

 

Stress tracks:

Health:
0 +1 +2 +3 +4 +5
Spirit:
0 +1 +2 +3 +4 +5
Supply:
0 +1 +2 +3 +4 +5
Uthred's health:  
0 +1 +2 +3 +4  
Warband Strength:  
0 +1 +2 +3 +4  

 

Attributes:

Edge Heart Iron Shadow Wits
+2 +1 +2 +1 +3

 

Bonds:

List of bondsTotal: 10/40 bonds

Background bond 1: Guthred, Thane of Viglund
Background bond 2: Mountain-Hall
Background bond 3: Black Tarn Hall
In-game bond 1: Olaf, son of Ulf (Viglunding)
In-game bond 2: Aestid, daughter of Viglund
In-game bond 3: Tarric, son of Lorric (Beorning)
In-game bond 4: Merewyn of Woodmen Town
In-game bond 5: Bróin, son of Bori (dwarf)
In-game bond 6: Radagast the Brown
In-game bond 7: Her warband
■■□□□□□□□□

 

Failure track:

Failure trackNumber of misses here. Progress move misses count twice.
Total misses: 4 (1 boxes)
■□□□□□□□□□

 

Vows and quests:

Vow Rank Progress
Slay the Beast of Mirkwood Epic □□□□□□□□□□
Bring peace between Beornings & Viglundings Extreme □□□□□□□□□□

 

Debilities:

Conditions Banes Burdens
○ WoundedYou are severely injured and need treatment to recover. If you are wounded, you cannot increase health. ○ MaimedMaimed may be marked when you are at 0 health and fail to Endure Harm. You have suffered a wound which causes you ongoing physical challenges, such as the loss of an eye or hand. Or, you bear horrific scars which serve as a constant reminder of your failures. ○ CursedCursed is marked when you Face Death and return with a soul-bound quest. This burden can only be cleared by completing the quest.
○ ShakenYou are despairing or distraught, and need comfort to recover. If you are shaken, you cannot increase spirit. ○ CorruptedCorrupted may be marked when you are at 0 spirit and fail to Endure Stress. Your experiences have left you emotionally scarred. You are at the threshold of losing yourself to darkness. ○ TormentedTormented is marked when you Face Desolation and undertake a quest to prevent a dire future.
○ UnpreparedUnprepared is marked when you are at 0 supply and are Out of Supply. If you are unprepared, you cannot increase supply.    
○ EncumberedEncumbered is marked as appropriate to the circumstances when you are carrying excessive or cumbersome weight.    

Debility rules-1 Max Momentum per debility.
One marked debility: Momentum reset +1.
Two marked debilities: Momentum reset 0.

 

Assets:

Asset name Asset type Unlocked abilities
Hound Companion Hound ISharp: When you Gather Information using your hound’s keen senses to track your quarry or investigate a scene, add +1 and take +1 momentum on a hit.
    Hound IIFerocious: When you Strike or Clash alongside your hound and score a hit, inflict +1 harm or take +1 momentum.
Wildblood Path Wildblood IWhen you Face Danger, Secure an Advantage, or Gather Information using your knowledge of tracking, woodcraft, or woodland creatures, add +1.
    Wildblood IIWhen you Face Danger or Secure an Advantage by hiding or sneaking in the woodlands, add +1 and take +1 momentum on a hit.
    Wildblood IIIWhen you Make Camp in the woodlands, you may roll +wits (instead of +supply). If you do, you and your allies each choose 1 more option on a hit.
Commander Path CommanderYou lead a warband with +4 Strength. Roll +strength when you command your warband to Face Danger, Secure an Advantage, Compel or Battle. When you face the negative outcome of a move, you may suffer -1 strength as the cost. When you Make Camp or Sojourn and score a hit, take +1 strength. While at 0 strength, this asset counts as a debility.
Skirmisher Combat talent Skirmisher IWhen you Face Danger by holding a foe at bay using your spear’s reach, roll +iron or +edge. If you score a hit, you may...
• Iron: Strike (if you have initiative) or Clash now, and add +1.
• Edge: Take +1 momentum.
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Basic:

Culture: Woodmen of Wilderland(pending)
Standard of Living: FrugalFrugal folk usually live off the produce of their own lands and pastures. They wear simple clothes at most times, although they may possess finer garments for special gatherings like seasonal festivals, marriages, or funerals. Any jewels and other superior ornaments are treasured as possessions belonging to the community, and are passed down through generations of appointed keepers.
Cultural blessing: Wood-GoerAdd +2 to your Parry rating when fighting in a forest.
Calling: ChampionYou deem that there is but one way to oppose the return of the Shadow, and that it is to conquer it by strength of arms. You are recognized as a warrior among your folk, a valiant fighter, onward into battle. For you, the road to adventure leads straight to wherever your foes prowl or hide.
Shadow path: Curse of VengeanceIndividuals who live by the sword are ever tempted to draw it, either literally or figuratively, when their will is thwarted or when they deem their honour to have been impugned by an insult. As corruption spreads in their spirit, their behaviour worsens, leading to more extreme violent reactions.
Distinctive features: SternYou possess a severe nature and express it in your behavior, body language, and speech., True-HeartedYou are sincere, and your words and actions show your honest intentions., Enemy-Lore (Wargs)Enemy-lore is not a single Distinctive Feature; you must select the type of enemies it applies to, choosing from Evil Men, Orcs, Spiders, Trolls, Wargs, and Undead. This Distinctive Feature gives you knowledge of the characteristics, habits, strengths, and weaknesses of your chosen enemy.

 

Attributes:

Strength Heart Wits
3 (TN 16) 4 (TN 16) 8 (TN 12)

 

Common Skills:

Awe: ▣▣▣ Enhearten: ▣☐☐ Persuade: ▣☐☐
Athletics: ▣▣▣ Travel: ▣▣▣ Stealth: ▣▣▣
Awareness: ▣▣▣ Insight: ☐☐☐ Scan: ☐☐☐
Hunting: ▣▣▣ Healing: ▣▣▣ Explore: ▣▣▣
Song: ▣▣☐ Courtesy: ☐☐☐ Riddle: ▣▣☐
Craft: ▣☐☐ Battle: ▣▣☐ Lore: ☐☐☐

 

Combat:

Weapon: Skill: Damage: Edge: Injury: Load:
Iron-LeafSuperior Keen, Flame of Hope ▣▣▣ 5 8 16 4
Bow ▣▣☐ 3 10 14 2

 

Rewards & Virtues:

Rewards Virtues
Close Fitting (mail-shirt)When you make a PROTECTION roll while wearing a close-fitting armour or helm you add +2 to the result. Prowess-1 to all Strength TNs.
Flame of Hope (Great Spear)When you hit your target with a weapon blessed by this quality, all members of the Company (you included) recover 1 point of Endurance, plus 1 for each rolled. Hound of MirkwoodYour folk have always delighted in training great, long-jawed hounds, stronger than wolves. You have chosen a wolfhound of Wilderland to accompany you in your wanderings.
♦ When you make an AWARENESS or HUNTING roll you gain (1d) if the hound is with you.
♦ In combat, the hound counts as another Player-hero fighting in a Close Combat stance, and the first close combat attack aimed at you each round loses (1d).
♦ Finally, if you are hit by a Piercing Blow, you can choose to cancel it, wounding your hound instead.
A wounded hound is considered to be out of combat for the remainder of a scene and will return at your side at the start of the next session if you succeed in a HEALING roll. On a failure, the hound won’t recover until the beginning of the next Adventuring Phase.
  Natural WatchfulnessWhether travelling, exploring or resting, the behaviour of animals can communicate much to those who know how to interpret the signs — be it the sudden silence of a bird or the distant rustling of a beast in flight. You read your surroundings with uncanny precision.
♦ Whenever you are making a roll using AWARENESS, EXPLORE, or SCAN, you can spend 1 Hope to achieve a Magical success.
♦ Also, you are allowed to cover the Look-out role in addition to any other role during a journey.

 

Miscellaneous:

Total XP: 54 Unspent XP: 6 Total APs: 90 Unspent APs: 6
Wisdom: 3 Valour: 2 Hope: 12/12 Shadow: 0
Parry: 18 Endurance: 26/26 Load: 15 Fatigue: 0
Conditions: ☐ Weary ☐ Miserable ☐ Wounded
War gear: Iron-LeafFamous Weapon
1. Type: Great Spear
2. Craftsmanship: Dwarven
3. Banes: None
4. Qualities: 3 (2 activated)
Qualities:
1. Superior Keen (scores piercing blow on 8+)
2. Flame of Hope
Bow Mail-shirt (3d)
Useful items: Thunir the raven+1d6 to Explore out of Combat    
Treasure: ?? MountGreycloudVigour 2: At the end of a journey, reduce Fatigue total by mount’s Vigour rating. Fellowship: 1 Shadow scars: 0
Refuge: Black Tarn Hall Fellowship focus: N/A Patron: Radagast the Brown  

 

Starting XP allocation

Starting XP: +10

Awe 0 to 2: -3

Travel 0 to 2: -3

Explore 2 to 3: -3

Persuade 0 to 1: 1

 

 

Previous XP/AP allocation

Don't Leave the Path (2946 T.A.): 9 XP, 9 AP, +7 AP from Yule

Theft of the Moon (2947 T.A.): 9 XP, 9 AP, +7 AP from Yule

Putting down Roots (2948 T.A.): 9 XP, 9 AP, +7 AP from Yule

Kinstrife and Dark Tidings (2949 T.A.): 9 XP, 9 AP, +7 AP from Yule

Sentinel of the North & The honored guest (2949-50 T.A.): 9 XP, 9 AP, +8 AP from Yule

Words of the Wise (2950 T.A.): 9 XP, 9 AP

Secrets Buried (2950 T.A.): N/A

Total: 54 XP & 90 AP


Allocation:

Spears 1 to 3: -20 XP

Wisdom 1 to 2: -8 XP & gains 'Hound of Mirkwood' Virtue.

Wisdom 2 to 3: -12 XP & gains 'Natural Watchfulness' Virtue.

Valour 1 to 2: -8 XP & gains 'Flame of Hope' quality on her dwarven Great Spear.

Awe 2 to 3: -12 APs.

Athletics 2 to 3: -12 APs.

Travel 2 to 3: -12 APs.

Healing 2 to 3: -12 APs.

Stealth 2 to 3: -12 APs.

Battle 1 to 2: -8 APs.

Riddle 1 to 2: -8 APs.

Song 1 to 2: -8 APs.

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Background:

 

You were born west of the Great River, in one of the villages nearest the mountains. You were scarcely fifteen in year 2944 of the third age, when you first saw him who would become your groom, Grimborn, at a folk-moot held at Mountain hall, in a time when the Orcs were sorely threatening your people. Only a few months later you moved across the river to be near him, as he was from the folk dwelling in the forest. As you waited for your wedding, you learned how to seek a prey among the trees, and your love for the hunt rivaled that for your future husband.

One night, only a handful of days before your wedding-day, he left with a company of men from the village, refusing to bring you with him and giving no explanations. Only his faithful hound Uthred returned, grievously wounded.

When the elders of the village saw the claw marks on the hound they shook their heads, speaking of the dreaded Beast of Mirkwood...

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Game prequel:

 

After the death of Grimborn, Idunn returns from the eaves of Mirkwood to Mountain-Hall. She does not spend much time grieving, but she becomes quiet and reserved, preferring to keep to herself, and this is perceived by many of her folk as aloofness. She also refuses to consider marrying another man, despite being of age. She grows to dislike her old home, and increasingly spends more and more time in the Wolfswood, hunting.

Hartfast, the chief of Mountain-Hall, perceives all of this, and to prevent gossip and growing resentment, entrusts Idunn with escorting a caravan of Woodmen that plan to re-settle in Dale across Mirkwood, a long journey to be undertaken via the elf-path. Idunn agrees, wishing to seek answers elsewhere, as her elders will not speak of the Beast of the Forest that slew her betrothed, as they deem the matter too dangerous.

She is joined by Gramtyng, son of Fastred, a strange traveler from the South, who arrives on horseback all the way from the Mark; a long and exhausting journey. After a brief introduction, they are offered hospitality by Gerold, an old and retired hunter, now turned trainer, who had instructed both Grimborn and Idunn in the past. After spending some time hunting in the lands of the Woodmen, Idunn and Gramtyng speak to Hartfast, who reveals another purpose to their journey, which Gramtyng will be joining. He wishes to entice dwarves to come to Mountain-Hall and work on the old mines, and so if they can attract any from Lake-Town, Dale or Erebor to travel back with them, he would certainly be glad and in their dept forever…

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Don't leave the path:

1. Where rivers run with gold: In Lake-Town upon Esgaroth, Idunn meets with the other members of the fellowship: Arphel and Duilin, Rangers from the North, Belladonna Bracegirdle of the Shire and Ellerina of Rivendell. Together with Nori of the Lonely Mountain and Gramtyng of Rohan, they all plan to participate in a great hunt held in King Bard’s honour on the morrow.

While having their meal at an inn, a boy finds them, pleading for help for his father, who is being threatened by bandits. Under the leadership of Arphel, they attack, though not all are as eager to shed blood, and some (including Idunn) stay out of the fray. Arphel’s arrow slays one bandit; the rest scatter, thus rescuing the boy’s father, a merchant called Baldor. He and his son, Belgo were to travel across Mirkwood, but Baldor’s guards turned on him, proving themselves to be bandits, and now he is left without escorts. Thus it is agreed that the fellowship will accompany the merchant and his son on his journey, in exchange for a fair payment.

2. The edge of the Woodland Realm: The company marches to the edge of the Woodland Realm, where Baldor has made arrangements with the elves of Mirkwood to ferry them to the Elvenking’s Halls. There, they are met by Lindar, an elf in the king’s service. Idunn asks of him for an audience with the king: she brings tidings from the lands of the Woodmen that would interest Thranduil. The request is granted, and thus Idunn speaks of the Werewolf of Mirkwood and its attacks against her people. But many things trouble Thranduil, and he cannot lend the aid of the elves to others, as this would weaken his own kingdom. Nevertheless, the fellowship is offered better lodgings, and sound advice: they should not stray from the elf-path, nor drink the water of Mirkwood.

3. The long road: A harsh argument between Arphel, Nori, Gramtyng and Idunn leaves the former marginalized, as some of the companions are reluctant to follow her commands. Nonetheless, the fellowship begins the long journey along the elf-path. Idunn quickly discovers tracks of the Werewolf, but the creature seems long gone, and does not trouble them. At camp, Gramtyng tells the tale of the Hills of Seeing and Hearing. As he tells the story, Idunn catches sight of Baldor drinking from the enchanted stream, but she is too late to prevent the harm that has been done. Having lost his wits, the merchant abandons the path and runs into the forest, forcing the companions to follow him.

4. Castle of the spiders: Following the merchant, the companions discover web-covered ruins inside the forest. Soon they find Baldor, who has been ensnared by spiders, and rescue him – using a rope, Gramtyng lifts Idunn near the merchant, and she is able to cut him free and bring him down. But in doing so, they alert some of the spiders to their presence, and are forced to fight. The slaying of a spider allows a swift escape, and they return to the elf-path, only to find that those companions that remained behind – Arphael and Ellerina – have been attacked by orcs. Having no other choice, the companions decide to track down the host and free their comrades.

5. Orc-hunt: Nori examines the camp and concludes that Ellerina was captured alive, while Arphel hid and is now tracking the orcs. Idunn discovers orc-tracks, and concludes that they number about two dozen. The company ventures again into the forest, and after a half-hour’s march discovers the body of Arphel. She is gravely wounded, but remains alive yet, and Idunn and Bella are able to treat her wounds. Nori carries her with them, and they march on in the night for two more hours before finding signs of the host. Then, in a clearing, they see them under the moonlight, quarrelling. Their sounds attract spiders, and a bloody fight soon erupts. In the chaos, the fellowship manages to free Ellerina, recover Baldor’s ponies and escape with their lives. Upon returning to the elf-path, Ellerina confirms what the others suspected: that Arphael has orc-poison coursing through her veins, and may still succumb to it.

6. The hermit: The company marches along the Elf-Path for five days without incident. Baldor’s condition improves and Arphael’s stabilizes during this journey. But a great thunderstorm on the final day forces them to seek refuge, for Arphael’s sake if not their own. Luckily, the scouts report of smoke coming through a dead, hollow tree not far away, and so the fellowship sets out to investigate.

Finding little inside the tree but the signs of a Woodman hunter that cannot be far off, the companions make themselves comfortable by the fire. When the hunter returns, he is not at all what they expect: a dirty, half-naked, half-mad, rail-thin old man that is none too pleased to find his abode occupied. But he is eventually convinced to offer hospitality for the night and shelter from the rain.

At dawn, the hermit gives Idunn a fragment of an axe-head he once carried. He recognizes it instantly, for it was once a legendary weapon of the Woodmen called wolf-biter. Seeing it, she recalls that its wielder was Berengar, a warden of Rhosgobel and an emissary of Radagast the Brown, and recognizes the hermit for who he truly is – a hero of the Woodmen, now driven mad. Confronted with the information, he escapes into the forest, and Idunn urges the fellowship to bring these strange tidings to the Brown Wizard.

7. The well in the wood: The days that follow the storm are unusually warm, and the journey becomes exhausting. During the journey, the hermit follows from a safe distance, but he never dares to speak to them, scuttling away when approached with the skill of a master hunter.

On the third day after the storm, the exhaustion is insurmountable, and the companions give in to their weariness and stop for a midday break. Soon, they sink into a deep slumber, and experience strange dreams that draw them towards the forest. But it is Belgo who first falls victim to the spell: the child abandons the campsite and runs into the forest, pursued by the fellowship. He leads them into a well in the ground, and he falls into it, as if enchanted. Instantly, a dozen root-like tentacles sprout out and attack the company. With their combined efforts, they manage to drive the creature back first, and then slay it, and rescue Belgo from the well.

8. The forest gate: After a few days, the company reaches the Forest Gate, marking the end of the hardest part of their journey. From there, travelling to Mountain-Hall is much easier, and the fellowship soon reaches the town, where they are welcomed as guests of Hartfast, the chieftain. They are not the sole guests: emissaries of King Bard are also there, under the roof of the Great Hall of Firienseld.

9. Fellowship phase: In the months that follow, Idunn pieces together, slowly and methodically, an iron suit of mail to replace her leather armour. She also undertakes a visit to the Wolfswood, where she meets with her old friend Gerold, and they join many hunts together. Nori takes up Hartfast’s offer and takes charge of a mine in Mountain-Hall, whilst training the Woodmen in mining and crafting. He also exchanges correspondence with the Brown Wizard, informing him about the fate of his scout Berengar, and learning more about him in the process. Meanwhile, Gramtyng journeys to the trader’s isle, despite Idunn’s warnings, and is treated as a guest of the river-folk. An apprenticeship is arranged for Belgo, although the boy is intent on becoming Gramtyng’s squire.

On a fine spring morning, the company is visited by Ellerina, who had returned to Rivendell for the winter, but has now journeyed to Mountain-Hall to bid farewell to her travelling companions. With her comes another lady of the fair-folk, a noblewoman that has walked for centuries on Middle-Earth. They offer the companions gifts, and Ellerina warns them that the orcs that kidnapped her were headed to Fenbridge castle, an outpost of Dol Guldur, the old seat of power of the Necromancer.

 

Upgrades:

1. Spend 6 XP to raise Wisdom from 2 to 3, and gain the 'Natural Watchfulness' virtue.
2. Spend 2 XP and the Fellowship Undertaking to teach her Hound to Harass enemies.
3. Spend 8 AP to increase Travel from 1 to 2.

This leaves her with 2 XP and 2 AP that have not been spent.

 

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Theft of the Moon:

1. In Mountain Hall: The fellowship is tasked with travelling to the Beorning village of Stonyford to attend the festival of the Moon. Merovech the Mighty, Idunn’s cousin and one of Beorn’s thanes, also wishes to speak to her, Hartfast says. A Woodman named Magric will act as their guide. Idunn overhears some of his discussion with Hartfast about a certain Viglund, and later confronts him with the information, but learns little more.

2. The dwarven ruin: During the journey to Stonyford, she learns from Magric that the Viglundings practice thraldom, and grows to appreciate the Woodman tracker. The fellowship stumbles upon a partially submerged dwarven ruin in a swamp, and Idunn discovers a second fragment of the legendary axe wolf-biter, as well as a green dragon scale, in a pool of stagnant water. Nori discovers a secret room, containing the remains of his kin, and learns that they were trapped there by a dragon and starved to death. Later, she promises Nori to help avenge his kin.

3. Stonyford and the debate: The company arrives in the Beorning village of Stonyford, where Idunn meets Ava and Merovech, thanes of Beorn, and Guthred the Wicked, thane of Viglund. Later, she joins her cousin Merovech in a debate against Guthred, where it is confirmed that the Viglundings practice thraldom. She also learns of the enmity of Viglund against Beorn that started when a few of Viglund’s men abandoned him in favour of Beorn. The debate ends with Idunn making a grim prediction for Guthred’s future.

4. The festival of the Moon: Idunn joins the festival and participates in some of the contests; namely against the bull Shurack and the Thiumblerig. In the former contest, the bull and Uthred face each other off and reach a stalemate; in the Thiumblerig Idunn challenges Ethal the Unkind but is eventually bested in the last round. The festivities are interrupted by a cry warning of goblins in the Marshall’s tent. It is revealed that the Sickle of the Moon, the prize for the contest, has been stolen. By examining the Marshal’s wound and a goblin’s corpse, Idunn deduces that the body was slain earlier and placed as a distraction. A Beorning, a man called Rathwulf, eventually confesses to covering up the crime for a mercenary named Cenric, who had guided Guthred and Viglund’s daughter Aestid during their journey south. Rathwulf reveals that Cenric and a few others, mercenaries perhaps, have fled Stonyford and are travelling to the north, towards the Falrock. Idunn promises Merovech to retrieve the sickle.

5. The pursuit: Joined by Viglund, the Woodman Cilderic and Fundor the dwarf, the fellowship tracks Cenric. They march night and day to intercept him before he reaches the Falrock and can meet with others. But they come upon a small forest, where they encounter a tree-spirit that attacks them. The battle is fierce; they are victorious, but also left in no condition to continue the pursuit. They continue towards the Old Ford, where they rest for the night to recover. There, they also meet Odo, Merovech’s battle-brother, who scouts ahead for them in bear-shape and reports that there are others at the Falrock, well-armed and waiting for Cenric and the other thieves.

6. Mab the Spinner: Continuing the journey towards the Falrock, the fellowship chances upon a hut belonging to an old woman called Mab the spinner, and her helper, a girl called Vesna. She is revealed to be older than Beorn, and a being of some power and wisdom, and Idunn begs for her assistance to learn more about the Beast of Mirkwood. Mab promises to help after the fellowship reaches the Falrock, and so Idunn promises to return.

7. The Falrock: Upon reaching the Falrock at night, the companions overhear men quarrel from within, and sneak into what remains of the long-abandoned fortification. There they find Cenric and another man called Gizik, along with a few ill-equipped Viglundings and some better-equipped men. The companions’ approach does not go by unnoticed, and when spotted, Guthred confronts the Viglundings and the two groups parley for a while. Idunn promises to speak for the Viglundings, provided that they return the sickle and Cenric to the Bear-lord, hoping that her words will earn them the leniency of Beorn. But Cenric forces a skirmish by slaying one of the Viglundings, and proceeds to attack the fellowship with Gizik and his men. The fellowship quickly gains the upper hand, with Nori slaying Gizik and the Viglundings joining them as soon as the tide turns. Cenric is captured and returned to Beorn’s House.

8. At the Carrock: The company joins with Merovech and others and seeks Beorn at the Carrock, where the fate of the thieves will be determined. Idunn speaks in favour of the Viglundings, and Beorn deems them innocent, and in any case outside his jurisdiction. Cenric’s fate is left to Viglund to determine, and Guthred promises that his chieftain will deal the thief justice. Idunn presents Thane Guthred with a parting gift, the valuable dragon-scale she found at the dwarven ruins, hoping that it will help him and his family secure a better living in the harsh North. In exchange, Guthred gives her a dagger meant for his son, who died before he came of age. The two become friends and bid each other farewell. Nori is rewarded for his victories in the festival of the Moon.

9. Fellowship phase: Idunn spends the last days of autumn in the lands of the Beornings, in the company of her cousin Merovech. Then, in keeping with her promise, she travels North to spend the winter and spring with Mab the spinner, learning much from her during those months. She returns to Mountain-Hall later in the spring.

 

Benefits & upgrades:

Benefits:

1. + 5 TP, giving her a total of 10 TP.
2. + 14 XP, giving her a total of 16 XP.
3. + 16 AP, giving her a total of 18 AP.
4. Guthred's dagger, giving +2 Standing (that also applies to Viglundings) and a very limited in scope trait (friend of the Viglundings)

Upgrades:
1. Great Spear 0 --> 3 for 12 XP.
2. Valour 1 --> 2 for 4 XP, and gain the Grievous quality on the Great Spear (+2 Damage).
3. Battle 1 --> 2 for 8 AP.
4. Riddle 1--> 2 for 8 AP.
5. Fellowship undertakings (year's end): (1) Confer with Mab the Spinner --> Gain Shadow-lore; (2) Befriend the Beasts --> Gain the ability of rudimentary communication with dogs (Song or Riddle test to interpret).

This should leave her with 0 XP and 2 AP.

 

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Putting down roots:

1. By valleys, plains and rivers:
Mountain-Hall: Beginning from Mountain-Hall, the fellowship prepares to escort Hartfast and his two sons to Rhosgobel, where a folk-moot of the Woodmen is planned for the summer. The travellers agree to journey to the Beorning vollage of Stonyford first. Then, they will march to Woodland-Hall and continue on a boat, via the Dusky River, to Black Tarn, which lies near Rhosgobel. Idunn agrees to join as a look-out, since she has unfinished business in Woodland-Hall. On the night before their departure, the company stays in the house of Gerold, an old hunter who was Idunn’s teacher and mentor. There she hears from Nori of his return journey from Erebor: that the werewolf attacked him and his party of dwarves along the elf-path and escaped narrowly. Idunn blames Thranduil and vows to seek out Radagast’s counsel in Rhosgobel.

On the morning of their departure, and following Hartfast’s suggestion, Idunn lets the company see the Horn of Firienseld, which is kept atop the Burg, but only after they promise to keep it a secret. The company examines the many carvings on the horn, which depict the struggles of the dwarves and the Northmen with dragons. After witnessing the horn, Hartfast speaks to the company of the lost dwarven realm of Moria. He guesses that its entrance lies somewhere in the Misty Mountains, perhaps not far from Mountain-Hall, and speaks for the restoration of the alliance between Dwarves and Men.

On the road: During the journey, the company discusses the carvings on the horn, and Gramtyng reveals that the horn depicts Fram, son of Frumgar, slayer of Scatha the dragon, and king to the ancestors of the Rohirrim. Fundor also reveals that another carving depicts the dragon Raenar, slayer of King Dain the first and his son Fror, plunderer of the dwarven realms in the Grey Mountains. When pressed, Gramtyng also speaks of Fram’s quarrel with the dwarves over Scatha’s treasure hoard and his eventual killing, information that is apparently not known to Hartfast. Idunn cautions against revealing this to her chieftain without careful consideration.

East of the Anduin: In Stonyford, the fellowship is joined by Thane Grimbold of the High Pass, who seeks to bring news of the Misty Mountains to the Woodmen and the Brown Wizard. Three days later, the company arrives at Wuduseld. There, Idunn hears of Geirbald the kinslayer and his followers, outlaws who live in the woods, hunting the creatures that plague Mirkwood. Idunn seeks him out in order to learn of him what he knows of the werewolf, as Geirbald has hunted that creature. However, Geirbald refuses to help her, fearing for her safety. After a few days, the company continues their journey, using boats that Fundor secured to travel down the Dusky River. They stop and rest in Woodmen-town, where they see the lamp of Bathi.

The river-maiden: They continue on the following days, stopping near the burial-cairn of Bathi, where they find an abandoned boat. Far in the distance, they make out the silhouette of a river-maiden and hear her faint song, and they proceed to investigate. The river-maiden appears again and urges them to follow her, drawing them deeper into the forest, where they rescue a Woodman hunter-for-hire called Evoric from spiders. Idunn discovers a magical gemstone in one of the creatures’ belly. After finding their way back, the river-maiden, who goes by the name of Duskwater, makes Evoric promise her to give her a child, which the hunter will raise for her, and then return to her if she ever asks it. They also discover another man, Evoric’s companion, hiding near Bathi’s cairn. He is injured but well, and it is revealed that he was attacked by a strange toad-like creature, a stealthy and quiet ‘ghost’, and that Evoric sought to hunt it down, and that is how he was drawn into the forest in the first place.

Under Black Tarn Hall: Upon arriving at the Black Tarn, the fellowship is offered hospitality by Amaleoda, the leader of the village, in the newly built great house. A group of elven emissaries is also there, led by prince Gibrannon, son of Thranduil, and his wife Glidril, daughter of Irime. Idunn speaks to Amaleoda of the dangers of the forest, and the shield-maiden says that all free folk are welcome in her village: builders, wood-wrights, hunters and craftsmen. The fellowship is joined by one of the elven emissaries, Gloriel of Mirkwood, and they exchange pleasantries. The parties of Hartfast and prince Gibrannon depart for Rhosgobel on the following day, and arrive in the Woodmen village a few days later.

2. The tent-town in Rhosgobel: In Rhosgobel, many folk have gathered; Woodmen for the most part, but also people from more distant lands. Idunn follows Gramtyng and Belgo, and the three of them encounter two men from Gramtyng’s faraway country: Heruthain, son of Fulgrim, a former guard of Fengel-king, and his squire, Erkenbrand, son of Herubrand, of the Westfold. They learn from him that, like Gramtyng, he too has chosen the path of exile after witnessing Fengel king’s madness. After leaving Rohan, he travelled to Dale, where he tried to convince king Bard to help him overthrow Fengel, to no avail. But there he met lord Baranor, of the house of Targon, from the White city, and he reminded him of Fengel’s son, Thengel, who would be king when Fengel died. He wishes to tell the son of the father’s madness; but for now, he serves as Ceawin’s bodyguard.

Gramtyng promises to continue the discussion later, and they all join Ceawin’s feast. There, Cilderic finds them and summons them to Radagast’s cottage.

3. The wizard’s counsel: Soon after meeting the brown wizard, Idunn tells him she plans to hunt down the werewolf that plagues Mirkwood. Although Radagast knows of Idunn, as he has heard of the death of her betrothed, Grimbord, a few years earlier, he is reluctant to aid her at first. Cilderic mentions another Woodman, an outlaw called Geirbald, who also lost a loved one – his sister – while hunting the werewolf. But it was he who killed her, with his own arrows, after loosening many against the Beast of the Forest. He is now called a kinslayer by his folk, and lives away from them, in the forest, with a small group of loyal followers.

Radagast explains his fears that the Werewolf may be beyond their power, as his kind is ancient: they are powerful creatures from the First Age of the world. He tells that once the Beast was mortally wounded by the Woodmen, but it escaped. Maybe it slumbered and licked its wound, or perhaps its spawn took its place – Radagast does not know. But he knows that the Werewolf hates the light and will avoid it at all costs.

Following this discussion, Gramtyng asks of the Steed of the Moon, and Radagast says that the Leofrings, a horse-people that lived by the Anduin, may know more. He directs Gram to Fridwald the runner, a Woodman elder who travels between their villages and serves as a messenger to their houses. Then the discussion turns once again to the Werewolf, and Radagast decides that the best course of action is to pen a letter to the Elvenking and give it to his son, Prince Gibrannon, so that he can carry it to the Woodland Realm.

Cilderic then intercedes and speaks of Beran, a fellow scout and agent of Radagast, who has gone missing of late. He mentions Berengar, Beran’s predecessor, who also went missing. By now, however, those gathered know that he lives still, as a half-mad hermit dwelling somewhere along the elf-path. Radagast asks for everything the companions know about him, as they encountered him a few years earlier, and Idunn says what they saw, and she returns the broken fragments of his axe, wolf-biter, to the wizard. Coming back to Beran, Radagast mentions that he was scouting Tyrant’s Hill, an old outpost of Dol Guldur, as there were signs of late of orcs returning to Fenbridge castle nearby.

The company agrees to seek Beran with Cilderic and the rest of Radagast’s scouts, and the wizard grants his blessing to the company, as well as raven companions to aid them on their mission. Thunir the pathfinder, who was once a raven companion to Banna of Rhosgobel, chooses to accompany Idunn. Afterwards, Cilderic seeks the remaining scouts, Fareth and Banna, while Idunn finds Hartfast and receives his approval to journey to the Narrows in search of Beran. Thane Grimbold of the Beornings is warned by a messenger of goblin attacks in his lands, and he quickly departs, wishing to settle the matter. He leaves the Beorning messenger, Segrid Halfbeornsdottir, to attend the moot in his stead.

4. The search for Beran: The company, joined by Radagast’s scouts (Cilderic, Fareth and Banna), delve deep into the Narrows of the forest. Initially, the journey is unpleasant but uneventful. As they venture deeper and deeper, they discover signs of goblins. But they find them too late, and they are ambushed by a great number of forest-goblins that use crude arrows and evasive tactics to overpower them. Unable to defeat them, they manage to quickly cut a path through them and escape, but not before Gloriel of the Woodland Realm is felled by their arrows. Fundor retrieves her belongings, promising to return them to her kin.

Eventually, the company realizes that they have been allowed to ‘escape’ towards the lair of a great spider. In a dark clearing they find her nest, full of webs and her many victims hanging from the trees. The creature itself is nowhere to be found, but the companions quickly discover that there is some sorcery in the webs, and all of them experience disturbing visions. Seeking signs of life, the companions are able to locate and rescue Beran, who is poisoned and unconscious, but still draws breath. They find a path through the forest, or cut one when there is none, and eventually return Beran to the Brown Wizard, who can now begin the long process of healing him.

5. The folk-moot: Upon their return, the companions spend the night before the folk-moot in Radagast’s cottage. There they learned that the Brown Wizard has managed to change Prince Gibrannon’s mind; as a result, the elf-prince will not continue his journey towards Dol Guldur, but will return to the Woodland Realm, bearing Radagast’s letter to his father.

On the following morning, the companions visit the tent of the elves, and offer an account of their journey and of Gloriel’s passing. Fundor returns her belongings to her kin, and the two groups part in good terms for the most part, despite bitterness and resentment from a minority of elves.

Later in that morning, Idunn and Gramtyng finally find Fridwald the runner. They ask about the Leofrings; Fridwald says that they used to live in an old town called Dwarrowhold, amongst dwarven ruins, but this was thirty years ago. He has not seen them in recent years. Idunn asks about the steed of the moon and Fridwald says that the story originated with the Leofrings. It is said that Bema the hunter, who is worshiped in Rohan, brought this breed of intelligent horses from the West. He draws a parallel to a Woodmen story about intelligent, talking hounds, also brought by this ‘Bema the hunter’.

Eventually he is pressed for more information, and he admits of hearing stories that the Leofrings bent the knee to the Necromancer. He does not know if the Leofrings truly fell to the shadow, or if these are rumours spread to sow discord amongst the free folk, but he says that the Leofrings vanished when the Necromancer did, and that this coincidence is suspicious.

At the folk-moot, Idunn speaks in favour of Bofri’s proposal of rebuilding the Old Forest Road of the dwarves. But she insists that it will be necessary to hunt and slay the Werewolf to ensure the road’s safety. A Woodmen elder called Aldgrim opposes her proposal, claiming that the Werewolf is immortal, and that only with the aid of the elves they can deal with the creature. However, popular sentiment is against Aldgrim: Gramtyng spars with the old man and wins the argument handily. Gram suggests capturing the Beast alive if they cannot kill it. At the same time, Amaleoda of Black Tarn Hall offers her village as a base of operation for any hunters that seek the creature. Ingomer steps in to prevent disagreements from escalating.

Following this debate, Ceawin of the Sunstead and Lord Ewald of Dale address the assembly. Ceawin seeks to ally his folk of the East Bight, where they have erected a long-house called the Sunstead. It is a prosperous village surrounded by fertile lands, but the people of the East Bight know little about dealing with the dangers of Mirkwood, and thus would benefit from an alliance with the Woodmen. But Lord Ewald of Dale counter-argues that the East Bight is dangerously located near the Narrows of the forest, and is cut off from other settlements. He offers different proposal: allowing the folk of the East Bight to migrate to the lands about Dale and settle there, as there is much need for farmhands, and King Bard is eager to expand his kingdom and extend his protection to those who will flock to his banner.

Gramtyng argues for Ceawin while Lifstan, son of Elstan, the first captain of Dale, who has also seen the Narrows with his own eyes, warns of the dangers that lurk there, and cautions against supporting lord Ceawin. He calls on Cilderic to confirm his account of these dangers, something that the scout does reluctantly. The argument goes back and forth a few times, and Lifstan mentions that he spoke to Cilderic during their journey to the Narrows, and that from him he learned that even the wizard Radagast thinks ill of Ceawin’s plans. Eventually, the wizard is called to speak, and he confirms Lifstan’s claim. He counsels that the folk of East Bight should be told of Lord Ewald’s offer and be allowed to decide for themselves.

However, before the elders have a chance to continue the debate, a group of riders in black mail arrive at the gate of the village, demanding entry.

6. Riders clad in orc-mail: The figure at the head of the riders is revealed to be Mogdred, lord of Tyrant’s Hill. He is the son of Ingomer – once he went by the name of Ingold, but he was captured by orcs, and spent many years in the dungeons of Dol Guldur, until the Necromancer was vanquished and he was able to escape. With a small group of freed prisoners, he fought against the orcs, and eventually he was able to capture Tyrant’s Hill, an outpost of Dol Guldur. His demeanour is bold and arrogant, and he demands to be admitted to the Woodmen, and to be given tribute from the other villages, for it is through his people’s blood that the orcs of Mirkwood are kept in check.

The elders are sceptical, and many detest this newcomer for his arrogance. To add to that, Fareth claims that Mogdred not only hunts orcs but also captures them, and sells them to a village of evil Men called the Toft, where they are used as slaves. But one of Mogdred’s men takes his lord’s side and removes his helmet, revealing that he is a hunter of Rhosgobel that was lost in Mirkwood and was presumed dead. He vouches for his lord, saying that many owe their lives to him. Members of the fellowship confront Mogdred, some chastising him and others seeking to speak sense into him, and the discussions go well into the night…

7. A night of negotiations: During the night, members of the fellowship act as emissaries of the Woodmen, and of other free folk, seeking to strike compromises or counselling some of the leaders that have gathered in Rhosgobel.
_Fundor counsels the Woodmen to avoid a compromise with Mogdred;
_Idunn convinces the lord of Tyrant’s Hill to give up his orc-trade and cut his ties with the Toft if he wishes the aid of the Woodmen;
_Nori strikes a deal between Bofri son of Bofur and Mogdred: gold in exchange for protection and forest scouting;
_Gramtyng convinces Mogdred to aid with the hunting of the Werewolf, in exchange for tribute and the glory of the deed.
At the same time, Ceawin and Amaleoda are also accepted into the Woodmen. Thus Lord Ewald’s proposal is rejected, and his company returns to Dale, but he parts on good terms with the Woodmen.

8. The battle of Black Tarn Hall: Before the Woodmen elders can announce their decisions, ravens arrive and warn Radagast. They bring word of orcs from the Misty Mountains, the remainders of their defeated forces after the Battle of the Five Armies, as well as forest-goblins, who are marching together against Black Tarn Hall.

Mogdred is glad and eager to prove his worth, and under Radagast’s guidance, a plan is formulated: a small company comprised of Mogdred and some of his men, as well as the wizard and the fellowship, ride to Black Tarn Hall. The journey is hard, made possible only through the Brown Wizard’s forest-magic. Idunn rides with the wizard and helps the folk of Black Tarn Hall evacuate their village, using boats to carry them up the Dusky River towards the largest settlements. She is too weary to participate in the battle, but lends her aid where she can.

Much of the village is destroyed in the fighting, and some of Mogdred’s folk lose their lives. But the Men of Tyrant’s Hill hold the enemy long enough for reinforcements to arrive at daybreak from Rhosgobel, and the orcs and goblins break and scatter. The victory is celebrated one week later, and the folk of the Black Tarn, the Sunstead and Tyrant’s Hill join the ranks of the Woodmen.

9. Fellowship phase: Idunn helps in the rebuilding of Black Tarn Hall, and erects a small hunting-cabin for herself. She strikes a friendship with Asfrid the sell-sword: a mercenary from Esgaroth that joins Bofri’s effort to restore the Old Forest Road. One of Bofri’s kin improves on her armour there. On occasion, she makes journeys to Rhosgobel to seek the Brown Wizard’s counsel, and he tells her of the lay of Luthien, and other tales of old. She begins to feel the burden of responsibility for the village and its folk, knowing that the hunt for the werewolf may claim many more lives.

 

Benefits, upgrades and undertakings:

Undertakings:
1. Teach her hound the Support (Awe) ability (-1 XP).
2. (Year's end): Rebuild Black Tarn Hall. Receives a small Holding in the Black Tarn (hunter's cabin; rating 9), and Black Tarn Hall becomes a sanctuary for her.

Benefits:
1. Finds a wondrous item (Blessing to Explore) in the belly of a great spider in Mirkwood (link).
2. Receives a raven companion named Thunir from Radagast the Brown (link).
3. Receives Radagast the Brown as a patron (link).
4. Receives 16 Advancement points, bringing her total to 18.
5. Receives 6 Advancement points, to be spent only on improving Athletics, from forming a bond of friendship with Asfrid the sell-sword (link).
6. Receives 10 XP for completing the adventure, plus 2 XP more for writing a closing post summarizing her fellowship phase.
7. Receives the reward 'Lesser close-fitting mail shirt' from Dwalin of Erebor (link).

Upgrades:
1. Valour 2 --> 3 for 6 XP, and takes the 'Feathered Armour' reward.
2. Spends 3 XP as payment for the Wondrous artefact she found (ruby granting blessing to Explore).
3. Spends 1 XP to teach her hound the Support (Awe) ability.
4. Travel 2 --> 3 for 12 APs.
5. Athletics 2 --> 3 for 9 APs (6 come from the friendship bond).

This should leave her with 3 APs and 2 XP that are not spent.

 

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Kinstrife and Dark Tidings:

1. A funeral boat: En route to the lands of the Beornings, the company comes upon a boat on the shores of the Anduin. Inside, they discover the bodies of two Beornings, Thanes Odo and Merovech, pierced by orc-arrows. They find that there was a third man in the boat, a prisoner who escaped when the orcs attacked, stealing Merovech's sword in the process. Before they have a chance to finish examining the boat, they are met by two warriors, Dahr-Ol of the Beornings, and Annugil of Minas Tirith. Together, they decide to carry the bodies to Beorn's House, which is not too far, and seek the Bear-Lord's counsel. Idunn agrees, though she wishes to hunt down the orcs first, but decides to do so before the following day dawns.

2. Beorn's Hall: The fellowship brings word to Beorn of the orc-attack, but Idunn grows impatient of tarrying at Beorn's Hall, and asks him for horses so that they can catch up to the orcs and avange the Thanes. Beorn grows frustrated at Idunn's words, but grants her a horse, and permits her to join in the hunt for the orcs. But he also tasks the fellowship with finding the escaped prisoner and returning him, after the hunt is completed.

In the evening, the funeral for the Thanes is held, with Thane Ava, the widow of Merovech, and her son Ragnar both in attendance. Before it, Idunn cuts her hair as a sign of mourning. Accompanied by Ragnar, Idunn bids farewell to her cousin for the last time.

On that very night, many Beornings set out for the hunt in Bear-shape, including Dahr-Ol of Stonyford. Idunn joins on her horse, which helps her keep up, and together they find the orcs and slay many of them, before returning to Beorn's House, weary but having exacted their vengeance. Beorn continues alone after the slaughter, to track down the escaped prisoner. On the morning, he returns with news that his tracks lead southwards.

3. The Chase: On the next day, the company departs on horseback, aiming to journey towards the Beorning village of Stonyford. En route, they encounter a group of Woodmen, who had passed through Stonyford recently, where they said a murder had taken place. They say that a man called Rathfic had caught another - an Oderic - in bed with his wife; the two Beornings fought, and Rathfic was slain. After hearing the tale, the companions press onward, and at night they find refuge at the farmstead of Geral, a kindly old man who follows Beorn. There, Idunn speaks with Dahr-Ol extensively about what she saw in the orc-hunt, and from Dahr-Ol she learns news and rumours about the Viglundings and the Hillmen. In particular, Dahr-Ol says he fears that the negotiations between the Viglundings and the Beornings may fail, now that Thane Merovech, whom Guthred Thane of Viglund respected, is dead.

When the fellowship reaches Stonyford, they are greeted by elder Hartwulf and Willifred, a warrior and Rathfic's seeming successor. The later is reluctant to allow strangers in the grieving village, but after some negotiation the companions are permitted entry, though they must leave their weapons at the gate.

4. Kinstrife: Idunn first sets out to speak to Ethal the unkind, one of the Beornings who bested her during the competitions in the festival of the moon, two years earlier, as her eyes are keen and discerning. She is accompanied by Gramtyng and Belgo. Despite Idunn's needling, they cannot learn much from her, only that she believes Oderic did not slay the Thanes. And though Ethal knows more, she refuses to say it, as it is too hurtful to speak of it. Gramtyng takes Ethal's side, and suggests to see Oderic's foster father.

They find Helmgut, the father, in his home, drunk and reluctant to speak. At length they convince him to do so, and he sobers up and agrees to answer their questions. He says that on the night of the kinslaying, he heard his daughter scream, and ran to her only to find Oderic standing over Rathfic's body, bloody knife in hand. He struck the knife from Oderic's hands, but Rathfic was dead already. Idunn considers the possibility that the killing was an accident or a crime of passion. Helmgut further reveals that Rathfic was a great hunter, a loner and a warrior, and that Oderic was his close friend, until Rathfic's wedding with Oderic's foster-sister, Brynhild. After that, Oderic quarreled with both Rathfic and his foster-father. Before leaving, Idunn asks Helmgut if he would like them to say something to Oderic on his behalf, should they find his foster-son, and a remorseful Helmgut tells them to ask Oderic to come back, and says that he will go to Beorn and tell him everything he knows.

Meanwhile, Dahr-Ol and Annungil (later joined by Ingi also) speak with Willifred, learning that he would never think Oderic was capable of murder. He directs them to Rathfic's widow, Brynhild, who is to be found at the graveyard. The widow is reluctant to speak at first, but at length she tells them of Oderic and of Rathfic. On the night of the murder, Oderic had come to her, saying that he planned to leave Stonyford, and asking her to come with him, and leave Rathfic. Brynhild refused, and the two argued until a drunk Rathfic found them. As soon as Rathfic arrived, he and Oderic fell to arguing; Brynhild tried to come between them but Rathfic struck her, and she fell. The struggle that ensued was brief; Oderic managed to stab Rathfic in the chest, and so Rathfic was slain. Helmgut came soon after and he disarmed his foster-son, but he was too late. The companions press on, and they discover that Oderic has visited Brynhild after the kinslaying, just a few nights ago. He told her of his escape and of the thanes' deaths; he slew two orcs himself, but the rest ran from him. Thus Oderic decided that he was given a second chance, and would now be an exile. The three companions continue their questioning, and they discover two important pieces of information. First, the reason why Oderic grew to hate Rathfic, though he was his friend before: Rathfic was violent with Brynhild, something that Oderic could not stomach. Second, they learn more of Rathfic's past: Brynhild reveals that he had the marking of a spider-brand on his neck; thus, Rathfic may have once been a thrall to the spiders of Mirkwood, before he escaped and joined the Beornings. Brynhild ends the encounter with a request: should the company find Oderic, they should tell him to return, and if he will not, then she will go herself. The widow says that Oderic will understand this.

Fundor seeks out old Theo and, after that, visits the fishermen with Ingi to see if any boats have gone missing. There, Gerlod tells tham that indeed such is the case; it was most likely Oderic that took the boat, as only he knew Gerlod's knots. Like others in the village, Gerlod also expresses disbelief at Oderic being a murderer ans kinslayer. Fundor and Ingi reunite with the rest of the fellowship and convey these findings; later on, Ingi joins Dahr-Ol and Annungil at the graveyard, where they speak to Brynhild, the widow.

Nori, following Idunn's suggestion, visits Oderic's cottage in search of clues. There he finds a foot-print from an ironshod boot, matching previous tracks as well as the description of Oderic's footwear. After contemplating these signs, he joins Idunn and Gramtyng at Helmgut's homestead.

5. The Chase Continued: After speaking to the Beornings of Stonyford, the companions are ferried to the western shore of the Anduin. From there they continue their search for Oderic. Idunn shares what she has learned with the rest and, on Dahr-Ol's prompting, tells the tragic tale of Geirbald the kinslayer while they journey south. They soon discover signs of the prisoner: first, an abandoned boat, then, an extinguished campfire and a broken knife and finally, signs of a fight. This indicates that the prisoner was ambushed; he put up a brave fight but in the end was overwhelmed and taken captive again.

6. Mark of Ambition & Cruelty: As the sun begins to set, signs of a great host are discovered nearby, and a patrol carrying a flag that depicts a crown above a tower is spotted from afar. The symbol is the same that Gizik displayed two years prior, and Idunn concludes that these must be evil men, and urges the company to hide at an abandoned hobbit-hole she accidentally discovers. After eluding the patrol, the fellowship marches to the bandits' camp, and from afar they spot Oderic speaking to Valter, their leader.

7. The outlaw boy: When Oderic breaks off, followed by a guard Valter sends after him, the company is able to neutralize the latter and speak to the former. After some discussion, Oderic decides to return to the camp, strengthen the bandits' drink and lead them astray, to the Gloomy Fold, where they can be ambushed. Meanwhile, the fellowship will send ravens to Stonyford, to Beorn and to Rhosgobel, head to Stonyford and evacuate the village, then to Beorn to warn him in person, and finally rejoin Oderic at the Gloomy Fold and fight the army there. Idunn sends Uthred to watch over Oderic.

8. Grim tidings: The plan works well, and the fellowship carries news of the invading army, first to Stonyford and then to Beorn, before journeying to the Gloomy Fold. In the battle that ensues, the company makes short work of Valter's bandits before moving in against the leader. Valter is wounded many times, but an evil sorcery animates his broken body, making him impossible to slay. At length Beorn and more Beornings arrive, and it is the bear-lord that finally destroys the bandit chief. Oderic, who betrays Valter, survives the battle, as does Idunn, who is wounded by an enemy arrow.

9. Judgement at the Carrock: The company marches to the Carrock immediately after the battle; there, they all speak in favor of Oderic, and call for him and his kin to step forth and speak for themselves. Brynhild reveals that it was she that slew Rathfic in self-defense, but Oderic took the blame and fled. The company argues for clemency for the two siblings, and it is granted: they are to continue their training, and become warriors so that they can replace Rathfic. After pronouncing his judgement, Beorn reveals a nearly sundered skull, with eye sockets scorched by green flames, that was found on Valter after the battle.

10. Fellowship phase: Idunn travels to Rhosgobel, to inform Radagast of all that she has learned, and spends some time at Black Tarn Hall, and also acquires horses from Mogdred and his men, in exchange for coin and the promise of future support. She returns to the vales of the Anduin and joins Oderic and Brynhild again, and helps them in their training. In the winter, she sets out for the Easterly Inn to reunite with the rest of the company.

 

Benefits, upgrades and undertakings:

Undertakings:
1. Train with Oderic & Brynhilde: Receive the next level of the Great Spear skill for half the experience cost.

Benefits:
1. Receives 10 Advancement Points, bringing her total to 13.
2. Receives 12 XP, bringing her total to 14 XP.
3. Receives 3 Treasure points, bringing her total to 13 TP.
4. Standing with Beornings permanently increased by +1.
5. -1 Treasure for Holding maintenance because of poor Upkeep roll.
6. -9 Treasure to buy four horses and a pony from Mogdred.

Final Treasure tally: 3 TPs

Upgrades:
1. Great Spear 3 --> 4 for 5 XP (50% discount from the fellowship undertaking).
2. Awareness 2 --> 3 for 12 APs.

This should leave her with 1 AP and 9 XP.

 

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Sentinel of the North:

1. The North Beckons:
1a - A Homely House: The fellowship gathers at the Easterly Inn, a recent establishment ran by a certain Dodinas Brandybuck, a hobbit all the way from the Shire. They regroup, and partake in the generous hospitality offered to them freely. Idunn brings five steeds she obtained from Mogdred of Tyrant's Hill as gifts to her companions, and she meets two newcomers: Barin, a dwarf from the Grey Mountains, and Celebros, an elf from the Woodland realm.
1b - Dreams and dark portends: At night, the companions experience nightmares, and a strange foreboding dream featuring a tower and a song about a ruin. In Idunn's dream, before seeing the tower, she sees a battle in which she slays and is slain by the werewolf of Mirkwood.
1c - Thanesmeet: Beorn's Thanes arrive at the Easterly Inn and suggest that the fellowship attend the celebrations for the Yuletide at Viglund's great hall. They accept, and Dahr-Ol is appointed as a representative to the Beornings.

2. Due North:
2a - A folk with no master: The company is hosted for a night at Hrothulf's holding by his wife, Heva, and his family. They are Free Cottars living in the lands between the Beornings and the Viglundings. From her they learn of Viglund's visits with his weorod, and of strife in the north between his forces and orcs, that has claimed the lives of many, including one of Viglund's sons. They also hear that Viglund is pressing the Free Cottars to join him and accept his protection, and that Hrothulf has joined others in Viglund's hall for the Yule.
2b - Dreams in the dark: That night, all of the companions, each individually, dream of the same tower, and hear a dwarven sing accompany the sight, and some amongst them also find a man standing at the edge of the roof, as if about to jump. A few recognize him to be Heruthain, the horse-lord that Ceawin had hired. Upon awakening, they resolve to split up. Gramtyng, Ingi, Celebros and Idunn are to seek out old Mab, hoping that she will have answers for them. Nori, Barin, Annungil and Dahr-Ol are to continue towards Viglund's hall and await the others there.
2c - Old Mab’s counsel: When four of the companions arrive at Man's hut, they find her there, but there is little she knows about their shared dreams. But when they speak of the tower, she confirms that it still stands, and shares some of the legends about it, including that it is sealed. She counsels them to seek out Hwalda, a hill-woman, to guide them in the Vales of Gundabad, should they journey there. She also hints that, though she cannot know the meaning of the dreams, that perhaps they represent a task for which they have been chosen, or are destined for.
2d - The Elfwood: Nori, Dahr-Ol, Annungil and Barin stop to rest in the Elfwood en route to Viglund's hall. There they have pleasant dreams of good memories, unrelated to the tower in the north.

3. The Mead Hall in the Deep North:
3a - A cold coming: While Gramtyng, Idunn, Celebros and Ingi linger at old Man's, the rest of the fellowship (Barin, Nori, Annungil and Dahr-Ol) journey on, but find the Viglundings they encounter less hospitable. They are urged onwards towards Viglund's hall, where they meet Gorm, the doorwarden, and are allowed entry within.
3b - Viglund: Those at Viglund's hall seek an audience with the chieftain, and they are led to him by Gorm, where they exchange tidings and questions. During the exchange, Viglund notices Dahr-Ol's hillfolk heritage, but grants him hospitality, and the benefit of doubt. Viglund speaks of Cenric and his companions, saying that they were executed as punishment for attempting to steal from Beorn. In turn, the companions inform him of Thane Merovech's death. The companions also ask Viglund of Valtar, but he claims to know nothing. In the end, Viglund's son Viglar is summoned to serve as guide and host for them, yet several of the chieftain's statements and his stubborn pride leave a bitter taste.
3c - Feast for a fortnight: Nori, Dahr-Ol, Annungil and Barin join the pre-Yule festivities in Viglund's hall, with each companion pursuing different tasks.

  • Dahr-Ol notices a red-haired woman, one of Viglund's hillfolk thralls, and recalls her as a childhood friend. He learns that she is Viglar's thrall, and that the folk of Viglund do not fear the wild peoples that were once Dahr-Ol's own. Later that night, he sneaks out to spy on the village, and finds a large and windowless, foul-smelling house where orcs are kept as prisoners, and more hillfolk thralls, dispersed throughout the village, being used as servants under the supervision of their masters. But he finds no Beornings amongst them.
  • Barin seeks out Viglund's skald, a man called Athelmar. He asks him about the tower in the Vales, and Athelmar claims that he has heard tales of it, but never seen it. In turn the skald asks his own questions, probing for lore of dwarven treasures in the region. 
  • Nori engages in a contest of wit and riddles with Viglar, winning handily.
  • Annungil seeks out Heruthain, whom they saw in their dreams, having caught a glimpse of him in the hall. He learns that he is plagued by similar dreams, and that in them he saw some of the companions, but knows nothing of their meaning.

3d - Coming together: The fellowship reunites in Viglund's hall, and its members exchange all the information learned in days prior, both here and at old Mab's: about the tower, the thralls, Elfwyn specifically, Viglund, and all the rest of it. Some agree to seek out Elfwyn in the night; others Heruthain, and the rest Thane Guthred.
3e - Meeting after the Midden: At midnight, Dahr-Ol and Barin meet Elfwyn in the great hall. Dahr-Ol promises to rescue her, or earn her her freedom.
3f - Riddles and Nightmares: Celebros, Annungil, Gramtyng and Ingi seek out the exiled horse-lord. Heruthain reveals that his dreams are old, going back to his childhood. He confirms the existence of the tower in the north, and explains that he is no longer in the employ of Ceawin, the lord of the Sunstead, but might pledge his blade to Viglund. But most of all, he wishes to get to the bottom of the dreams. The companions try to discourage him from selling his services to Viglund, and Heruthain says that he will consider it. Then finally he speaks of a tale of a curse laid upon one of his ancestors, for a terrible yet forgotten deed-a curse to show terror and cowardice before death.
3g - Thane Guthred: Nori and Idunn seek out Thane Guthred, finding him in his house, and speak to him for a while.
3h - The Third Dream: The companions dream that many years pass. Their adventuring years are behind them, and the fellowship has long disbanded. Then, in their old age, they receive a call from an old companion, which some heed while others reject. The dream then shifts back to the present, finding some companions together atop the tower, watching a mustering of many men, which Heruthain says are the sons of Eorl of old. The rest of the companions watch from afar, and see the tower burning. The lament for the Rohirrim fills the air as the dream begins to fade. 

4. Hard Places, Hard Men:
4a - The hospitality of these halls: The companions are rudely roused from their dream-filled slumber by Viglar, and are taken to an audience-or rather interrogation-that also includes Viglund and Guthred. There they are questioned about Elfwyn's disappearance, and Viglund grows suspicious of them, but ultimately lacks the evidence needed to proclaim their guilt. He banishes Dahr-Ol, believing that it was his words that have Elfwyn the courage to escape. Gramtyng pronounces a curse on the chieftain, and Dahr-Ol addresses the Free Cottars after the audience. Idunn is asked to remain as a guest, but she is essentially kept as a hostage in Viglund's hall until Elfwyn is returned.
4b - Fly away, little sparrow: After the audience, the company encounters Heruthain outside the great hall. He too has been interrogated, and the experienced has caused him to reconsider pledging his sword to Viglund. Instead, he is determined to seek his fate in the North, and the answers to the dreams that plague him. The company agrees to join him, and resolve to depart as quickly as they can. All with the exception of Idunn, who decides to remain in an effort to mend things.

5. To doom or destiny:
5a - A hasty departure: Setting out immediately after the disastrous audience, the companions first decide on a course: to head westwards first, and cross the Anduin, and from there continue untill the foothills of the Misty Mountains. From there, they plan to turn north, and cross the Langwell, entering the Vales of Gundabad from the west. They quickly find and reunite with Elfwyn on the next day, which happens to be the Yule. Elfwyn says that the crossing of the Anduin will be easiest at the North Ford, and further claims that she knows where the lost watchtower is, and that it lies not far from the hill of skulls. She discusses the missing pair of dwarves with Barin, stating that she believes Viglund sent spies after them. Finally, she suggests Black Tom's farmstead as their first waystation, as Black Tom is a powerful Free Cottar that opposes Viglund, or at least does not heed him.
5b - Black Tom's farmstead: The company arrives at Black Tom's. Before they enter the village, they argue with Elfwyn. She is reluctant to join for fear of being recognized and dragging Tom into this, but begrudgingly agrees to alter her appearance and assume a false name before she comes with them. Once within, they find Black Tom and seek (and quickly receive) his hospitality. They plan to stay for three nights, and agree to work in exchange for their food and a roof over their heads. Black Tom counsels them to stay longer and winter with him, but they refuse.

Though at first Black Tom suspects that the company are Viglund's emissaries, that notion is quickly dispelled. They discuss the politics of the region, and Black Tom warns that Viglund is trying to absorb the Free Cottars, and admits that he too was invited for the Yule, but refused, finding some excuse or pretense. An alliance with Beorn is mentioned, and Black Tom agrees to send an emissary to the bear-lord in secret. Finally, the dreams are brought up, but Black Tom offers no insights about such things.
5c - The fourth dream: On the second night of their stay at Black Tom's, the companions are pulled together into another dream, this time drawing into it their companions as well: Idunn, who remains at Viglund's; Núr, Barin's young follower; Belgo, Gramtyng's squire; Alviss, Ingi's old tutor; and Elfwyn, Dahr-Ol's old friend. Together with Heruthain, the exiled horse-lord, they find themselves atop the old tower, staring at a star-lit sky, as an elven song fills the air. When the song ends, a dark cloud moves under a bitterly cold wind, on course to conceal the stars behind it, yet another, smaller, moves against the wind as if to pierce the other. Dahr-Ol and Ingi converse about it, though they cannot guess its meaning. The others exchange thoughts and tidings, and some are moved by the beauty of the sight.
5d - Into the Sceadudene: Three days after their arrival at Black Tom's, the companions depart, budding farewell to the free cottars' hospitality. They enter the Sceadudene: the Vale of Shadow, a wild and trackless land. Seeking the southern shores of the river Langwell, they encounter a snow-storm. Their scouts manage to avoid getting lost, and Dahr-Ol and Elfwyn speak of many things on their return. Dahr-Ol asks her of the fate of Barkan, son of Ogma, and then speaks of Beorn, offering Elfwyn a place and a new beginning in Stonyford. Elfwyn cautions him against revealing the truth to Beorn, fearing that an admission of guilt will start a war between the Beornings and the Viglundings. But Dahr-Ol is adamant, insisting that the truth must be told, and so Elfwyn concedes.

After three days of journeying through storm and snow, they reach the edge of the Sceadudene, and manage to cross over the Langwell and into the Vales of Gundabad.
5e - Black Hills: Once across the river, the company rests briefly and then sets out. They find signs of wargs, and at night they light a fire to warm themselves. It makes them easy to notice, and although fire normally deters wargs, their hunger drives them mad, and at length a scouting party of wargs attacks them. The company defeats them quickly and handily, but a few of their enemies escape to warn the pack.

With few other options, the company decides to leave at once, travelling for a while by darkness before dawn comes.
5f - Hunted: The companions, led by their scouts, continue their search for the Hill of Skulls, fending off wargs as they venture northwards. The company's ravens begin to guide them. Before nightfall, they come upon a single, naked hill: a memorial circle of the hill-folk that dwell in these Vales. Amidst the snow, Dahr-Ol finds a small white flower, though nothing should grow here.

They prepare the hill as best they can, fortifying it for a stand, and lighting a fire atop it. At night, the wargs amass and attack them by the dozens. The companions repel them, and at last their leader joins the fray, a great warg of formidable size and strength. As the battle continues, some amongst the slain revert to mannish form, revealing that they are shift-shaped hill-folk.

The fellowship manages to hold the hill, and at length the great warg speaks in the common tongue and asks to parlay. The company accepts, but it is a ruse only, intending to buy the wargs time to gather in greater numbers. But Ingi sees a black cloud in the sky, moving against the wind, and it proves to be a great flock of black ravens. When battle is joined again, the ravens come down upon the wargs, giving the company a chance to escape.
5g - The Hill of Skulls: The company manages to escape, but they soon discover that Celebros was mortally wounded in the struggle. Regardless, they march on, reaching the Hill of Skulls. There they linger at the threshold, and they hear the sound of hammer against anvil. Celebros is compelled to enter the barrow under the hill, and the companions follow, some reluctantly. Inside, the sounds grow louder, and they hear also a song that draws the elf even deeper. Then a spirit rises from the ground, one that Celebros recognizes as his kin that has chosen to remain here after death, refusing the summons to the West. Following a brief exchange, the spirit asks them to swear an oath to never rest or settle or start a family until the blight that plagues this land is vanquished. Most of the companions do it, or swear a variant. In exchange, the spirit gifts them ancient weapons and armor for fighting this evil. To ensure that they stay true to their promises, she merges with the mail armor gifted to Annungil.
5h - Celebros' departure: At long last Celebros passes away, bidding farewell with his dying breath. The companions bury him in the cave, under the hill of skulls, and place a small stone cairn above it.
5i - The final stretch: For three more days the company wanders through the wilderness, its scouts searching, guided by the ravens that aided them in their fight against the devourer. After a fruitless first day, they come upon old ruins on the second, and on the third they find at long last that which their dreams had shown them: the great watchtower that stands against Gundabad.

6. Enta geweorc:
6a - Old broken things: At first, the companions examine the tower; Annungil discovers that the stone-work is of Gondorian style, though to Barin it seems to also contain dwarvish elements. The former also chances upon an inscription for an Eradan of Gondor on a tombstone in a small, ruined cemetery outside the tower. Barin finds that a dwarven spell of sealing is upon the entry. Ingi discovers a small inscription amongst writing made by orcs to defile the walls: a red arrow, similar to the one known to the horse-lords from the south. Thinking that the key to the dwarven spell is to announce their arrival with the blast of a horn, Barin urges them to do just that. At the same time, a flock of crebain-crow spies of the enemy-spots them. They hasten to blow their horns, but that does not unlock the doors. Hastily, they attempt many phrases before speaking the oath of Cirion, which is what proves effective in the end.
6b - Scenes from a memory: The company enters and explores the tower, which they find desolate, abandoned and ruined. They find small inscriptions hidden on the walls: short verses belonging to some poem. Near the roof they find a hidden room with a skeleton still sitting on a chair, leaning over a chessboard. On the roof, they find the long-forgotten nest of a great eagle, which they can scavenge for firewood. Gundabad lies within sight. They see the orcs gather in response to the cry of the horn before the door, but these enemies do not find them at once. In the basement they discover many tunnels, now collapsed; something that had been done from the inside, with use of fire. To discover where they lead, they summon the spirit. At the same time, they send ravens carrying messages to their allies: the dwarves and the Beornings. Then time passes, and night comes, and they dream again: this time of a woman, and they catch glimpses of her final days in the tower, as the fortification's last defender.
6c - If chance you call it: They dream of her again each night, and these scenes help unlock the mystery and history of the tower, and their part in its finding and restoration grows clearer.
6d - The long wait: The company spends weeks trapped in the tower, with orcs and hill-folk amassing outside, placing them under a siege. Their letters return: first from Beorn, and then Dáin. The former promises to come as quickly as he can; the latter will also lend his aid, but the distance is great, and so the dwarves will be late in coming. The companions clear a passage in the basement that could allow a swift and stealthy escape, taunt the orcs, ration their supplies and try to keep their spirits up. As the days pass, Great Eagles are spotted above the tower, and some even land on its roof and perch on it for a while.
6e - Crossroads: Combined forces of the Viglundings and the Beornings appear in the horizon and attack the orcs, wargs and hill-folk. Viglund's weorod charges recklessly into the fray, and many of the companions make use of the secret tunnel to emerge on the battlefield and aid these unlikely allies. In the ensuing fight, Idunn (who comes with Guthred and Viglund's forces) slays a handful of orcs and hill-folk but is wounded by one of them and loses consciousness. The companions slay many as well, and eventually victory is earned by the united folk of Beorn and Viglund, and the assistance of the Great Eagles, but it comes at a price.
6f - If you can keep it: When the dust has settled, Viglund sees that Elfwyn is amongst the companions, and their deception is revealed. Accusations are exchanged, but Beorn urges all to go to the tower. In days that follow, an uneasy truce is established between Beornings and Viglundings. Elfwyn is begrudgingly given her freedom, in exchange for the company's aid of the weorod. Idunn too is released. The tower is left to a skeleton crue of Beornings and Viglundings, under the leadership of Thane Guthred, who must now abandon Aestid, who for many years was his ward, to her father, Viglund. Idunn vows to return with more men, knowing that without numbers the tower could fall into the hands of their enemies.

7. The honored guest:
(this section ran in parallel to 5a - 6d for Idunn)

7a - An old friend: After witnessing her companions depart, Idunn seeks out Thane Guthred, under whose protection and hospitality she is to remain. The two exchange tidings for many hours.

7b - Red Yule: On the morning of the Yule, Viglund gathers all in the village and forces them to witness the executions of a handful of hill-folk elders that were his own thralls. This is done in retaliation to Elfwyn's escape, to discourage other thralls from attempting it, and as a show of power towards the Free Cottars and the others.

7c - The feast: After the executions, Idunn mingles with the Viglundings and learns of recent tidings, including the death of Viglund's firstborn and the discovery of treasures in the North.

7d - The duel: Idunn is challenged by one Olaf son of Ulf: prove herself in combat, or become his cup-bearer. She wins the duel and helps heal the damage done to him in the aftermath, earning another friend amongst Viglund's folk. Olaf promises to take her hunting.

7e - The oath: Alone outside the great hall, Idunn swears to herself to complete her dead cousin's unfinished task, and ensure peace between Viglundings and Beornings.

7f - The weorod: Idunn is invited to sit with the men of Viglund's weorod and drink with them during the Yule feast. She converses with Thunar, a senior warrior, and tries to find common ground, to little avail. As the time passes, she witnesses the rite of passage of the youngest new member of the weorod, a boy named Unfreth: he is made to fight a duel with Saviga, Viglar's goblin cup-bearer, which he wins. 

7g - A scheme's fruition: The huntress watches in utter dismay as one by one, all of the Free Cottars accept Viglund's gifts and offer and bend the knee. Later that night, she retires at Guthred's home, and in the morning Olaf seeks her out, wishing to make good on his promise for the hunt. Guthred discourages him, thinking that Idunn's disappearance would not be taken well by Viglund. Idunn agrees, and Guthred promises to secure permission from his chieftain.

7h - Sojourn: Idunn spends a few quiet and uneventful days mingling with the Viglundings. Of note, she has a strange and life-like dream that is shared with her companions on one of the nights (see section 5c above).

7i - The hunt: At last, when eight days from the Yule have passed, Olaf and the rest of the Viglundings invite Idunn to join them in their hunt. They venture into northern Mirkwood, where she narrowly avoids an arrow seemingly aimed at her. It belongs to one Ingvar, a Viglunding, but the encounter proves an accident-or so the man claims. Eventually, she tracks, finds and fells a great stag, and returns with her prize to the rest of the hunters. The deed earns her no small measure of renown amongst Viglund's folk. 

7j - Parlay: Idunn gains an audience with Viglund; the latter presses her on many matters throughout the exchange. One of the most contentious is Elfwyn's escape: Viglund reveals that the company has been journeying northwards, and asks Idunn to explain. Idunn claims that this is evidence that Elfwyn was not promised a place in Beorn's hall; instead, she must be fleeing to her peoples in the Black Hills, and the company must be tracking her, seeking to capture and return her. Viglund listens but is not fully convinced. Nevertheless, he invites her to speak to a select gathering of his peoples on the following day.

7k - Hearts and minds: Idunn addresses a counsel of elders, thanes and warriors; the chief himself is also present. So is his daughter, the young Aestid. Thralldom emerges quickly as the primary issue in the debate. Idunn argues passionately against it, offering many alternatives to the Viglundings' harsh realities. Viglund dismisses much of it, as she lacks the authority of her cousin, the late Thane Merovech. But not all her words fall upon deaf ears: her arguments make some headway amongst others, though none dares admit this in Viglund's presence.

7l - The truth: After the council, in the night, Idunn and Thane Guthred speak. It is revealed that Guthred also has friends and spies to bring him tidings; this includes Black Tom, who is an old friend of his. Guthred presses Idunn mercilessly with new information: that a woman was present with the company when they visited Black Tom's farmsteed, and that the company ventured north after their departure from there. Idunn denies any allegations of them helping Elfwyn, offering alternative interpretations. But at length she tells him about the dreams and the northern tower. In this discussion, Guthred is forced to admit that Viglund has been descending into darkness of late; the death of his son has proved a turning point. At some point, Aestid emerges: not only she has not been asleep as both had thought, but she has overheard everything. She promises to keep the secrets from her father; moreover, she says she can perhaps help them, as Viglund is more likely to listen to her.

7m - Biding for time: As she spends more days with the Viglundings, Idunn finds herself under greater scrutiny. This makes her uncomfortable, but at the same time she forges a bond with Aestid, and the two become fast friends.

7n - Lost: The huntress has strange dreams that include Grimborn, her late betrothed.

7o - Sojourn's end: Eventually, Idunn receives a message from her friends, carried by a raven, confirming they are alive still, but trapped in the tower. Then, on the twenty-fourth day after the Yule, Beorn himself arrives with a host of warriors. Viglund does not like this, but eventually he gathers his weorod, and Idunn is allowed to come under Guthred's watch. They set out together, seeking to rescue her company and recover the tower...

8. Fellowship phase: Idunn remains in the tower for the rest of the winter, but she keeps her own company, not wanting to arbitrate any quarrels between the Beornings and the Viglundings. Then, when the snows begin to melt, she sets out southwards, seeking the lands of the Beornings first, and then those of the Woodmen, her kin. Her goal is to gather men to reinforce the tower, for without a stronger garrison it may well fall to the orcs.

 

Benefits, upgrades and undertakings:

Undertakings:

1. Spends 1 XP and a Fellowship Phase Undertaking to teach her hound the support (Hunting) ability.
5. Spends another Fellowship Phase Undertaking to Visit the Treasure of her Folk (Rivendell, p. 23) and exchange the Thane's spear (Grievous Great Spear) for activating the 2nd Quality of the Great Spear discovered during the adventure (Dwarven Superior Keen Great Spear). Receives the 'Flame of Hope' quality.

Benefits:

1. Ends with 12 unspent XP (+9 XP for adventure, -6 XP for treasure rolls).

2. +11 Advancement points, for a total of 12 at the end of the adventure.

3. Receives Dwarven Superior Keen Great Spear.

Upgrades:

1. Spends 10 XP to improve Wisdom (3 --> 4) and gain the Protection Mastery (mail) Virtue.
2. Spends 8 APs to improve Song (1 --> 2).
3. Spends 4 APs to improve Persuade (0 --> 1).

This should leave her with 1 XP and 0 APs left.

 

Ironsworn statistics (for The Honoured Guest segment):

1. Forges bond with Olaf, son of Ulf, of the Viglundings.
2. Forges bond with Aestid, daughter of Viglund.
3. +1 XP for Weak Hit in Fulfilling her vow to escape Viglund's Hall.

 

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  • 4 months later...

Words of the Wise:

 

1. Return to Rhosgobel: Idunn arrives in Rhosgobel in the early spring, just in time to join the Woodmen in their first hunt of the year. Grouped with a few others, she ventures into Mirkwood, but her party is attacked by orcs. They regroup quickly, fight off the orcs and retreat to Rhosgobel, where they learn that there occurred many such attacks. Radagast tasks them with delivering a message to Thranduil, and a company of three (Tarric, Idunn and Leesha) decide to travel through the forest, to warn the Woodmen settlements first.

2. To Black Tarn Hall: The company begin by making the short journey to Black Tarn Hall. Tarric seeks out a friend (and his wife's older brother), a man called Rathdan who has gone missing after the attacks. As they travel, they discover the dead body of a Leofred, one of Rathdan's companions. Undeterred, they continue and in Black Tarn they find Beran the watchful, Radagast's man, who takes them to Rathdan, who is still alive. They convey the tidings to Amaleoda, and Idunn spends some time with Cilderic, an old friend. 

3. In Woodmen-Town: On the next day, three companions-Idunn, Tarric and Bróin, a dwarf-set out from Black Tarn Hall. After nine days, they reach Woodmen-town, and meet Gailar the healer, Evoric's daughter first. She tells them of troubles with the spiders. The three investigate, visiting the house of a hunter named Fornvir, who has been poisoned, and speak to his daughter Merewyn. Eventually they cross the Dusky River and seek out the spiders, destroying a great nest and slaying many, including a very large one. They return to the town and report the good news to Merewyn, and Idunn urges her to send Fornvir to Radagast now that the river has been cleared.

4. Towards the Forest Gate: The company continues, passing through Woodland Hall and eventually leaving the forest for the eastern vales of the Anduin. They skirmish and drive off a warband of orcs by the Pale Rider and continue by riding northwards, not stopping at Beorn's hall. They pass by the Cleft of Storms and the ruins of the Easterly Inn before reaching the Forest-Gate and finding the Elf-Path.

5. In the Woodland Realm: The company is soon met by a small party of elven sentries led by one called Ithilas. The elves have been expecting them, having received tidings and words of their impending arrival by Radagast's forest friends. They lead the group away from the Elf-Path and, following secret twisting trails, reach the forest citadel very swiftly. After a short audience with the Elvenking, they secure his support and assistance, and are sent back to the Western eaves of Mirkwood with a war party of mounted elves.

6. The battle of Rhosgobel: With the aid of the elves, Radagast and the companions prepare to defend the village from an approaching orc-horde. Mogdred also arrives with men from Tyrant's Hill to honor the oath he swore. At night, the companions stand with others upon the wooden walls and repellent the attackers. When a few orcs manage to sneak into Rhosgobel under cover of darkness, Radagast sends the party to deal with the new threat. The companions deal with the infiltrators swiftly, and a decisive victory is won. In the aftermath, they see their standing increase throughout the Western eaves.

 

Benefits, upgrades and undertakings:

(All in the Ironsworn system)

  • +1 XP for fulfilling the Troublesome quest: Rescue Rathdan & the missing hunters, bringing her total to 2 XP.
  • Forges bond with Tarric son of Lorric.
  • +2 XP for fulfilling the Dangerous quest: Deal with the spiders (link), bringing her total to 4 XP.
  • Forges bond with Merewyn of Woodmen Town.
  • Purchases Wildblood 3 (-2 XP) and Hound 2 (-2 XP).
  • Forges bond with Bróin, son of Bori.
  • +3 XP for fulfilling the Formidable quest: Defend the Woodmen, bringing her total to 3 XP (unspent).
  • Purchases Commander 1 (-3 XP).
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  • 11 months later...

Secrets Buried:

  • Scene 0: A Gathering in Rhosgobel. A large company gathers in the village. The rangers Arton and Thammegil report their findings. The companions split into two groups, one to investigate the Gladden Fields and another Dol Guldur.
  • Scene 1: Conferring with Radagast. Idunn, Tarric and Bróin-alongside a handful of Woodmen friends (Beran, Cilderic, Evoric and Tarric's wife, Olwinne) speak to Radagast. The brown wizard tasks them with accompanying him to find the river-maiden Duskwater.
  • Scene 2: In search of the river-maiden. Aided by Gareth, the company crosses Black Tarn by boat. Radagast speaks to the river-maiden. There are signs of growing troubles: orcs mustering at Fenbridge, spiders swarming in the forest, and Marsh-dwellers by the shores of the lake.
  • Scene 3: To Tyrant's Hill. The company journeys through the Narrows to the settlement.
  • Scene 4: Amon Bauglir. The companions reach Tyrant's Hill and speak to Dagmar, Mogdred's lieutenant. They are offered begrudging hospitality (in the stables), to await the return of Mogdred from a hunt.
  • Scene 5: Unbidden guests. Tarric discovers captured orcs likely kept in the tower. Bróin sends Vara, his raven-friend, to investigate. She does not return.
  • Scene 6: A feast of crows. The companions are awakened by Ragnacar of Tyrant's Hill and urged to flee, as Vara's spying has been discovered. They decide to stay and defend their actions, despite some protests from Radagast. Dagmar confronts them and reveals several slain crows and ravens. Vara is not amongst them. Dagmar taunts and challenges them, and Tarric eventually accepts it. He manages to best her in unarmed combat.
  • Scene 7: The lord of Tyrant's Hill. Mogdred arrives, and takes the companions aside to discuss sensitive matters. Idunn confronts him about his oath in the folk-moot of the Woodmen in years prior. He denies breaking it; he admits to taking orcs as prisoners, but he claims this is for interrogation. Eventually he gives the company tidings and counsel about the perils of Southern Mirkwood.
  • Scene 8: Into the haunted woods. The company journeys through Southern Mirkwood for several days, experiencing nightmares and encountering elven ruins, a giant oak and eventually orcs, which they eliminate quickly.
  • Scene 9: The fens. Avoiding Fenbridge castle, the company journeys through the marshes surrounding Dol Guldur, encountering undead, difficult terrain and more elven ruins.
  • Scene 10: Dol Guldur.

 

Benefits, upgrades and undertakings

(All in the Ironsworn system)

  • +3 XP for fulfilling the Extreme quest: Investigate Dol Guldur.
  • Purchases Wildblood 2 (-2 XP), leaving her with +1 XP.
  • Forges bond with Radagast the Brown.
  • Forges bond with her scouting band.
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