Into the Woods

In the previous episode, the brave heroes had fought the Zombie King and survived the devious traps protecting the Iron Rose held beneath a rotten tree. Now Pick, Limolas and Dagaard set out to try and discover the location of the final item required to release Edananar from his frog form. Progress was again slow, but the party took heart when they could see the rising Hills of Evendim; this giving the small hope that the depths of the swamp would soon be left behind. 

Soon the band of adventurers found themselves warily entering a forest of dead trees.  Mists floated in from the swamp obscuring the view further, but untroubled the heroes pushed deeper into the woods and soon came upon a thicket of thorns. It was clear from their previous information that this should be the labyrinth of thorns spoken of as the resting place for the amber stones. A quick survey of the perimeter revealed three entrances and the wanderers soon realised that a strategy to defeat the labyrinth was in order.

e4c4aa06e6061b411f1d084653053476Sadly, after many hours of debate, the best plan they could come up with was to pick the nearest entrance and take the left turn until no more turns could be made and then return to the last turning. Pick, by far the most intelligent of the band, being only slightly below average intelligence, suggested leaving a marker at each turn, and so with bundles of sticks the band set off to explore.

The thorns of the maze pushed in on the adventurers as they explored through the mist. In the mistaken belief that they were efficiently exploring, the party pushed on into the Labyrinth. The tension grew as every wrong turn meant retracing steps and finding the marker sticks, which were becoming less with each wrong turn.

Warily, the party pushed on. Soon Limolas’ sharp ears heard a clacking sound and so the party were aware of the approach of a pair of skeletons.  Unfortunately, the close-packed thorns left no room for manoeuvre and so Pick was forced to deal with both at the junction. Limolas let fly volleys of arrows, but alas they had little effect when his aim was true. So alone and beset on two sides, the brave dwarf swung is mighty warhammer in defence of his comrades. So it is perhaps fortunate that this was the time for our heroes to discover that weapons that break bone, are more effective against the skeletal form of undead.

skeleton_warriors_by_aaronbradburyThe guardians of the Labyrinth dispatched, the explorers pushed on in their haphazard way seeking the centre of the maze. The going was slow and there were many encounters with more skeletons. The dauntless dwarves covering both the van and rear guard dispatched these with ease,  and despite evidence to the contrary Limolas continued to use piercing weapons to provide support.

A cold damp night later, the explorers gained the centre of the maze. In front of them stood a twelve foot high dark green dodecahedral tower, and atop gleamed the prized amber stones. Now the heroes could grab the loot and depart this depressing maze. However, between them and the stones stood a band of skeletal warriors. Faced with odds of three to one, Limolas thought to thin the numbers using his skill as a bowman. His efforts continued to have the same effect as before and the skeletal figures advanced with purposeful menace. The dwarves, taking a more pragmatic view advanced with warhammers swinging and soon the sound of breaking bone filled the centre of the maze. Limolas, finally abandoning his bow, joined the fray swinging his longsword to and fro. Within a few minutes, the floor was littered with a carpet of shattered bones and the heroes could turn their attention to the high pedestal on which the amber stones sat.

A combination of a lack of height and acrobatic skill made it clear very early on that recovering the stones would need a solution that did not involve a tower of two dwarves and an elf. However, by standing on both the dwarves shoulders and using his spear Limolas was eventually able to push the amber stones off the pedestal, where they were soon rolled into the magical bag ready for transport back to the golden frog form of Edananar, All that remained was to find their way back to him through the miles of damp, dreary, dangerous, swamp.

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The squelching dead

In the last session, the adventurers had beaten a tactical retreat from a watcher in the water, to seek alternative pathways to the Floating Island on which the Iron Rose was located, or for that matter the Labyrinth of Thorns where the Amber stones were to be found. However, it was becoming clear to the party that seeking these locations in a large swamp is never an easy matter.

After several days of false trails, and occasional encounters in the swamp the meanderers sighted the island again. Cautiously they approached knowing that the island was protected by a Zombie King.  Fighting their way past the reanimated corpses of some marsh boars the heroes were soon engaged in combat with the Zombie King, who was soon defeated. They then began to search the island and quickly discovered a way into the island through the a break in the lonely tree that stood at the centre of the island. The gap was not large and although Limolas could have entered through the gap into the drop to the underground lair, Pick and Dagaard felt that this was Dwarf work and that they should head the start of the exploration.

Heading down into the depths, Pick and Dagaard found themselves in a lightless tunnel. Torch light provided the unwanted detail that the tunnel was made of the bones of various animals and humans. The pair moved cautiously up the tunnel only for Pick to fall foul of a drop trap. The stalwart Dwarf was injured but not fatally, and with the aid of Limolas, Dagaard was able to extricate him and so attend to his wounds.

With the injury making vigorous activity inadvisable it was left to Limolas to go beyond the new pit and explore further. Thankfully, it was not far before he discovered the Iron Rose, a 8ft cast iron statue in the shape of a rose stem. After seeking several different methods of placing this giant effigy into the magic bag that had been collected from the Nixies, Limolas eventually secured the Iron Rose and began his return to his companions. This was when disaster struck and the elf triggered a latent trap seriously injuring himself. However, the wound though serious, was not beyond the first aid skills of the party. With the Iron Rose secured the heroes returned to the nearby causeway to rest and recuperate before venturing further into the swamp.

 

 

Into the mist

In the last session the adventurers had managed to acquire the basket used by the water spirits to keep their treasure. Miraculously this small coracle was transformed into a small bag which the party could carry back to the golden frog. Before leaving the pool Limolas attempted to find more information about the location of the remaining items from the Nixie but it appeared that the adventurers were no longer of any interest to the capricious water maia.

A few false trails later the party were able to relocate the bower of the golden frog and from him discover that the iron rose and amber stones were to be found to the north. They would need to find a floating island controlled by a Zombie king, which could be recognised by a single dead tree on it, and also locate a labyrinth of thorns which was in a wood at the margins of the swamp.

The vagueness of the directions caused much consternation from Pick and Limolas, who began to realise how long this adventure was going to last and the dwindling in food supplies. Not helping the mood of the party is the fact that now the mists have closed in and although the terrain is flat, it has become difficult to make out shapes through the grey fog.

A day of miserable trudging through swamp, with some false starts, and the party discover a strange mound in the swamp. As they approach their nostrils are assaulted by an acrid stench. Fighting back the urge to gag they explore the sight and find cages with disfigured human remains hanging at the top of the small mount. Finding nothing else of interest they return to the causeway path and continue to seek the floating island or the woods.

Sometime later, the party discover a small village of crude reed huts on a large raft of reads. Around thirty disfigured humans appear to live there and the adventurers approach with caution. Limolas attempted to make contact through exchanging a gift of raw boar meat that the party had killed the previous day. Although the gift was accepted the party decide that the gulf in communication is too great and there is nothing to be gained by remaining. They move on through the green, grey swamp seeking a way to one of their objectives.

Just after midday, nearly two weeks after setting out from Caras Celairnen, Limolas spies a lonely tree rising out from the mist. Heartened by the thought of an end to their quest, the adventurers hurry forward only to din that their path is blocked by a green, noisome pool of swamp water. Fortunately, around the edge of the pool are a series of tussocks that should provide a reasonably safe path towards the island. Concerned about the potential of the island to be hiding the Zombie King, who the party presume is some form of Mewlip or Wight, Limolas remains on the shore to cover the party with his bow whilst the dwarves make the trek to the island.

jhwitwWithin the first few feet, it is Pick whose foot slips and enters the water, and from the fetid pool a great blurp of gas erupts. This is followed by a low keening moan that appears to make the ground shudder. Not having travelled far both dwarves make their way quickly back to shore, as a long green and grey tentacle emerges from the pool. Although Limolas attempts to wound the monster, his arrow misses the mark and the party beat a hasty retreat.

Deciding, that to cross the pool would be suicide, and believing that as a floating island, there might be a chance of finding another way on the party retrace their steps to find a new causeway to the floating island.

 

A Frog he would a wooing go.

At the end of the last session the party were alone deep in the swamp north of Caras Celairnen. Cold, damp and guide-less, they have been forced to rely on Limolas’ tracking skills to navigate the dangerous causeways that criss cross the dangerous marshes.

Another day of grey, green dreariness and swamp wild-life lead the party, after a few mis-steps, to a small floating island. On the island was a small bower, within which sat a small golden frog. Limolas and Pick are first to step tentatively on to the island. Sensing no traps they move closer to the bower. Whereupon, the frog speaks to them and beseeches their aid in reuniting him with his lost love. The frog tells the party that his was once a mortal man who fell in love with a Silvan elf in the years of twilight as the sun first rose. He tells of how an elf perverted by Morgoth cast the spell on him as he returned bearing wedding gifts for his love, and how until they are returned he cannot resume his mortal form.

The party debate the risk and rewards. In the first instance, they decide that this is not what they are being paid for and that taking the idol to the Alabaster lady is the best option. That is until they discover that the frog cannot be moved. It seems they need a magical basket which is currently in the possession of some water maia.

The party set off back into the swamp in the direction indicated by the golden frog. After some minor swamp encounters they soon arrive at a hedge of swamp bushes behind which they hear the light laughter of female voices. Peeking through the bushes they spy the beautiful form of the water nixies grouped around a large pool. In the middle of the pool floats a small coracle filled with treasure.

Retreating away from the pool the party debate the best approach to securing the basket. Aware of the elemental power of the Maia, Limolas suggests that direct force should be a last resort measure. As a result, the party decide to try charm and the hope that a love story will melt the hearts of the Nixie. Much to the party’s surprise this approach works wonderfully, although it costs them in a few magical items and coins to secure the boat, which when touched by mortal hands becomes a small basket.

Encouraged by the turn of events the party return to the island of the golden frog.

Gone fishing

In the last session, the party had escaped the perilous Oracle caves with barely a breath in their bodies. All the party were affected by hallucinations, but Pick was more affected than the rest of the party and spends several hours muttering about visions of a great Dwarven hall in which great lost Dwarven treasures could be found.

When the party are fully recovered they set forth, guided by their local guide, into the swamp. Initially, they are guided safely through the swamp and meet nothing but some local wildlife. However, after a day in the swamp they meet another of the treasure hunting teams and although the party tentatively try to open a parley, the other group attack. Narrowly, avoiding an opening salvo of crossbow bolts the two parties close. It is suddenly clear that the other party have a wizard as shock bolts fly, but they prove ineffectual. Again it is Dagaard who leads the melee, with Pick being redoubtable in defense and Limolas able to dart round and remove the threat from the wizard. The brief battle done, the party assess the situation to discover their guide has disappeared. Now they are alone in the swamp.

Thankfully, Limolas finally finds that he is an expert in something other than fashion and begins to navigate the tricky paths through the swamp. The party even have time to stop and do some fishing providing a fishy supper for the night. However, the lack of firewood demonstrate the importance of thinking ahead before planning to live off the land.

Night falls and although there is a close run encounter with a corpse candle, which almost lures Pick into the swamp, the party are able to continue their search in the morning. Navigating the paths proves tricky and once or twice back tracking is required. The swamp becomes more sinister as time passes and the party of encounter a giant versions of Leech and Catfish before they make camp for another night in the swamp.

 

 

An unexpected sighting

When we last left the dynamic duo they had, with the aid of Dagaard Dragonheart and Jeremiah, recovered the stolen goods and routed the bandits from an ancient watchtower. Now re-provisioned and prepared for a travel the party set out for the riverport of Elvenbyen on the river Lhun to gain passage to Cara Celairnen. It is here that Jeremiah intends to sell his now recovered weapons.

animalphotos15The journey to Elvenbyen is more eventful than the expected. A chance sighting of a herd of Astenhabli (an antelope) provides the traveling caravan with a fine feast thanks to Limolas’s foraging skills, but the party soon realise that they need to work on their cooking skills when a passing party of hunters notice the fire and join the party and demonstrate how food should be cooked.  The hunters have recently been overwintering in Elvenbyen and provide Pick with some useful information. However, the hunters are also very cautious about Limolas, and use many warding signs to which the self obsessed Limolas is unaware. The hunters leave early in the morning and it is as the party pack to leave that they discover a second visitor. A small swarm of Neekerbreekers (Locusts) have invaded the trail ration packs. Suddenly, the wonderful bounty of the land has reversed and with a small amount of food it looks like a hungry two days to the river.

Although the day’s traveling was easy and without incident, again small misfortune befell the party. During the middle watch Limolas’s sharp eyes and ears failed to notice a pack of dire wolves on the hunt. The party prevented from the expedient creation of firebrands to hold the pack off were sorely pressed to hold off the wolves, disturbed as they were from sleep. Indeed, Jeremiah slept throughout the short but brutal conflict. Only Dagaard had the presence of mind to grab a flaming brand from the fire, and it was his quick thinking that drove the pack off. Not however, without the loss of one of the carthorses. So it was that come the morning, having dispatched the wounded horse, the party redistributed the cargo over two carts and abandoned the third.

Now travel had become a chore, forced to travel at an even slower pace because of the load on the horses and to take more frequent stops the party camped again by the the Laughing Brook (now a river swollen with winter snow melt). The night was spent with growling bellies  and the hope that no more unfortunate events would befall them before reaching Elvenbyen on the morrow.

8kflytbArriving in the bustling Elvenbyen the party make lodging and although Limolas is aware that the locals  will not sit near the party, is still blissfully unaware of how distrusted he is in Northman circles. Listening to the talk in the inn, it is clear that there is an agitator stirring up discord between the Rivermen and Arthedain and Elves. Slu Rev (Sly fox) is talking of freedom from the ancient kingdoms. There is also talk of elves bewitching men in a nearby forest. The party appear to pay little attention to the rumours and instead settle down to decide on the next course of action. Soon an argument breaks out over who is paying the fees for travelling down river. Jeremiah pleads poverty – “I was the one who was robbed!”. Limolas the fashion victim bemoans that he has not bought a new set of clothes since Culwic where he purchased is splendidly fashionable pair of Glutani fur trousers. Jeremiah takes delight in pointing out that they are in fact goat, but Limolas refuses to accept that this is so. Meanwhile, Pick is carefully guarding the true value of his wealth and in an attempt at distraction offers up the 12 gold coins discovered in the tower. However, since these are stamped with Angmar imprints they are worthless unless melted down. Jeremiah insists that they must sell the furs if they do not have enough to cover at least a ferry fee.

In the end Pick and Limolas entrust the negotiations to Jeremiah who departs to sell the hides and secure passage. However, Pick believes that Jeremiah is far from trustworthy, and says as much to Limolas, but neither decide to go with the manic halfling. Instead both head into the town so that Limolas can do a little clothes shopping. Limolas is very impressed with the service at Jørnsen’s outfitters. A pretty smile and some flattering words soon have him being asked to remove his cloak, and then rapidly being hustled to a less noticeable area of the shop. Upon discovering that a coat made from the hides of Glutani will cost more than a Warhorse, Limolas realises that he is not wearing Glutani skin trousers and that Jeremiah was indeed right. Beating a hasty retreat he returns to the waiting Pick. Pick has decided that he  wishes to return to the inn, but Limolas wants to buy some fishing hooks and so the pair split.

As he was about to enter the chandlers, Limolas spots a familiar figure, Culwine! His bald 06fa4850d3e2c3efcbe428a226e850c9head and bulky figure make him stand out in the crowd. Limolas decides to follow but in the confusion of the docks loses the one time caravan guard and associate of the Rogues of the Borderlands. Limolas returns to the chandlers and having found fishing hooks and a circular casting net realises that he has been robbed of his change purse. Limolas assures the shopkeeper he can pay, but the looks of suspicion suggest that the Riverman does not trust any elf. Limolas makes a rapid return to the Inn and another quick dash  pack so that he does indeed have his desired fishing gear.

Upon leaving the chandlers, he notices a gathering and has the chance to witness the Slu  Rev (Sly Fox) is holding court and stirring up trouble against Elves of all people. Becoming as inconspicuous as possible, Limolas hangs around a bit longer and notices that Slu Rev bears an uncanny resemblance to the the rogue who fell from the battlements and whose body was not recovered. He then spots Culwine who whispers to the Slu Rev and both disappear within the crowd. Although Limolas tries to find out where they have gone he is blocked and barred by the crowd dispersing.

762aaa8c26c1c4d1b3899cc8807e64cbBack at the Inn Limolas, tells Pick and Dagaard of his recent encounter. Dagaard is all for finding Culwine and this Slu Rev and forceful extracting from them the whereabouts of Grubby Durnan from them. Pick points out that currently, they don’t know where Culwine is and charging into town  won’t achieve anything.  Limolas is more outraged about the way Slu rev was talking about Elves, and it is at this point that the dwarves feel they need to point out that most of the population here distrust him and think they will be bewitched. Talk then turns to the rumour about bewitching elves in the woods. Dagaard suggests to Pick that he takes Limolas to investigate so as not to attract unwanted attention. Limolas agrees when Pick makes the suggestion and it is at this point that A smug hobbit returns with news of a sale and booked passage across the Lhun.

With a delay before departure Pick and Limolas decide to investigate the woods on the following day. Morning finds them at the edge of the wood, but nothing seems amiss. Limolas spots a thin trickle of smoke on the other side of the small forest. Without any other clues the pair set off through the woods to investigate. Traveling in the woods they are attacked by two Rivermen. Having successfully dispatched their attackers, the deadly duo decide to cut their losses and return back to the inn. Leaving the mystery for others to solve.

Upon their return, Pick decides to investigate Limolas’s claim to have seen the man from the tower and Culwine. He and Dagaard do a pub crawl around town, but apart from tasting many fine ales and meads, and a few not so fine ones, they do not see either of the men or anyone else associated with the tower near Erumar. Members of the party are left undecided on whether Limolas has genuinely seen the two men.

 

3431aba28ecd81b5ab832053f33c6420Finally, the party travel with two carts loaded with weapons across the river without incident. They travel down the causeway and notice a tower in the mists. Jeremiah thinks it is something to do with scholars/monks/seers of Arthedain but isn’t sure. As it has nothing to do with getting to Cara Celairnen they party push on. Apart from a midnight encounter with a Mewlip, who is out numbered and out flanked, the party arrive in Caras Celairnen with no further incident.

A road less travelled

Gaming time again – really has it come round again? There seems something a little upsetting that three months can pass before you can find time to spend an afternoon together. Still only three of us and the players are beginning to worry about their ability to survive combats, despite being perfectly good in a fight. If they take a look at the rationale section they might get a few additional pointers, I did remind them of the need to use parry as a defensive tactic. I also dropped in the need to stock up on herbs that speed up recovery from concussion damage. We also used this session to trial using RM Combat Minion to manage the combat. Although we were quicker in the last session, there is still a lot of table look up and tracking to do and I am not convinced I always remember to tick off the various penalties. RM Combat Minion looks fairly promising in this regard helping to pick up combatants who had fallen unconscious and applying penalties to actions.

AEredluin1 road less travelled is built on the plot from Seeking Solis, but now transported into the region of Numeriador and the village of Eruimar at the end of the Rammas (wall) of Ered Luin (Blue mountains). Having decided that the information on the spies is worth giving to some sort of authority both Pick and Limolas has expressed a desire to travel South. Limolas wishes to travel to Mithlond to deliver the information and to further research where the mysterious Barad Cam might be. For Pick this is a less desirable option, he is hoping to travel to Caras Celairnen and the kingdom of Arthedain where he can find passage back up river towards the Dwarven centres of  Nogrod and Telenaug. Here he hopes to find the same information, but without having to have contact with the elves.

So it is that our mismatched pair decide to travel south having realised that their star is waning in Culwic. Suitably equipped for travelling in the wilds – pack pony carrying tent and food – they make their way along Rammasluin road (Sindarin: blue wall) to Eruimar. Resting up in the village, which is a popular stopping off point for traders of Dwarven goods and adventurers alike, the party discover rumours of a black-marketeer and when news of an attack on a caravan. Naturally their suspicions are aroused, and Limolas investigates further, but is unable to find any further leads. Meanwhile, one of the survivors of the attack, a certain Hobbit by the name of Jerramiah Fallowhide, has given a breathless account on how he and fellow trader (Grubby Durnan) managed to escape. Clearly, unhinged by his narrow escape the inner warrior has been released. Jerramiah wants to rid the area of the bandits and get his cargo back. Grubby seems more intent on drinking the Laughing Brook Inn dry. The rest of the village who have crowded in also would appear to feel helping Jerramiah is not worth the risk. However, a stout and courageous Dwarf by the name of Dagaard Drachoschlar steps forward offering the service of his hammer and with the offer of free beer on the Hobbit, Pick and Limolas decide to provide their services in investigating the crime.

Investigating the ambush site revealed a picture of the story that matched Jerramiah’s version events. The hapless Fredwine and two of the guards lay dead, another (Culwine) appearing to have escaped. The remains of Grubby’s cart of coal lay smouldering obviously not worth the effort of transporting, but the other three carts had been driven off into the wilds. Limolas tracked the carts until if became too difficult for him to track further, but with his sharp elven eyes spotted a lone watchtower up towards the mountains. Further stealthy investigation by Hobbit and Elf discover the empty carts outside of what appears to be a well defended tower.

LimolasLeaving the two dwarves out of sight, Limolas and Jerramiah scouted the surrounding area to see if they could find some tactical advantage that did not require a full frontal assault or scaling the walls. They soon discovered a cave with a secret door, but were stumped when it came to disarming the trap. Limolas, not known for his intellegence, spent many hours staring at the problem until he believed he had a solution. The rest of the party waited outside while he tested the solution.

Not losing a member of the party under a pile of rock proved to be the first lucky break Limolas and Pick had had in their adventures. In due course the party made their way up the secret passage to the sub levels below the watchtower. Nervously, they made their way through a series of abandoned rooms until they met their first group of bandits. Luckily, the bandits were sleeping and despite the stated aim of rendering their opponents unconscious they dispatched the somnolent soldiers speedily.

Up on the next level they met another group of brigands, more active this time but still not ready for an enemy within the walls. Pick chose this moment to lose his cool and spent the majority of the brief combat tripping over objects. Thankfully, Dagaard proved to be a more effective fighter, and Limolas dispensing with trying to use a bow to fight in a melee proved that parrying was a good method of creating an opening from which to dispatch an opponent. Although the combat was brief the party knew that all hope of stealth was now gone.

With caution the party pressed further up the watchtower, unexpectedly no further reinforcement appeared, but moving through the third level they came upon a room with an attractive woman by the name of Ferien who claims to have been held hostage. The players ,succumbing to her powers of persuasion, believe they have rescued an Arthedain princess, and are congratulating themselves when the sound of running feet from the corridor and a cry from Jerramiah bring Pick and Limolas rushing from the room to his aid. Jerramiah tells them he has just been knocked down by Culwine ( a guard on the ambushed caravan) and another man. He tried to tell them they had been rescued but they would not stop. The not so agile, Pick races downstairs but is too slow to prevent the escape of Culwine and his companion on two of the three horses used to pull the carts.

Pick returns to Limolas, Dagaard and Jerramiah where the party discusses the way forward. Dagaard  declares that they must protect the fair maiden from harm at all costs and although they may have dispatched many foes they cannot risk leaving her behind or taking her into combat. They agree to split with Dagaard and Jerramiah with protecting Ferien, and Pick and Limolas further exploring the tower.

Pick and Limolas encounter no real further problems until they start to exit onto the roof where the two roof sentinels try to keep them at bay with ineffective arrow fire. Rushing the guards they discover a third brigand who compared with his fellows prPickoves to be a more effective opponent, but when outnumbered is still quickly defeated. Believing the last of the bandits to have been dispatched the pair take a moment to look out over the battlements. They spy a robed and cloaked figure in a hat climbing up the road to the tower. At this moment they hear a grunt and one of the previously dead bandits has made his way to the edge of the battlements and jumped over the edge. A little surprised Pick and Limolas attempt to mark where the body has fallen but it proves to be lost in the underbrush. Assuming the bandit to now be dead, they turn their attention back to the approaching figure.

Racing through the castle levels they gain the mid level arrow slits in time to see the robed and cloaked figure wave a greeting to the tower. Fearing a wizard, Pick issues a challenge to the approaching figure, who (upon realising that the watchtower is no longer under the previous occupants) makes a run for safety. Limolas lets fly with an arrow and by freakish fortune manages to hit his first mark, although the arrow is flying sideways. Unfortunately, for the fleeing traveller is does so in a rather forceful way an killing him outright. Both Pick and Limolas go down to inspect the body and rather than a feared wizard discover they have killed what appears to be a scholar. Deciding to check on the bandit that fell from the tower they pass round to the other side, but apart from the obvious sign of the passage of a falling body can find no evidence of the bandit. Unsure what this means they bar the main entrances and return to Dagaard, Jerramiah and Ferien.

Upon reaching the princess’ room they find only Dagaard and Jerramiah waiting. When asked where Ferien is they respond that she is a nearby room. However, it becomes quickly clear that this is not the case and on further inspection the party discover that the final horse has been taken and there is no sign of the princess. Confused now as to if it was the missing “dead” bandit or Ferien, who may have also escaped out the secret tunnel, the party decide to block up the tunnel and bar the doors. Then they take to hunting in earnest for Jerramiah’s goods.

weapon_rack1Jerramiah’s goods turn out to be some shields and spears smithed in the dwarven forges of the Blue mountains. Not an exactly legit cargo, Jerramiah is now forced to consider options for recouping his losses. In investigating the origins of the cargo it becomes clear to Pick and Limolas that Jerramiah may have been set up. He was contacted by a soldier of Arthedain who gave the name of a quartermaster in Fornost as wishing for the weapons to be shipped away from spying eyes. The soldier’s name was Herren, but Jerramiah now realises that the man was one of the bandits from the castle having seen the uniform in one of the rooms. In searching the rooms the party also discover several coded messages, including one with a red crescent moon seal, which when added to some Angmar gold coins, suggests a spy plot connected to the Witch King. The final nail in the coffin is a book detailing the weaknesses and strengths of several nobles of Arthedain suggesting someone is plotting to overthrow King Argleb and that at least one loyal noble is marked for assassination.

Having secured the tower the party are now considering what options to take next. Given Jerramiah wishes to sell his weapons, and Pick and Limolas would like to hand the spy information over to the Arthedain authorities, the plan is to return to Eruimar to replace the horses, hitch up the carts with cargo and travel to the river port of Elvenbyen to transport the goods downriver to Caras Celairnen. Meanwhile, Dagaard reveals that he is under a geas to revenge the death of a companion in Caras Celairnen and although he knows not the name of the man who poisoned them both believes he will recognise him when he sees him.