The One Ring

Return for the Treasure
Summer 2946

The company, minus the dwarf and the trader, decided to go back the the marsh dwellers cave and get the treasure. Now that they knew what they were up against they thought they had a fighting chance to get it. Since they were down two companions, they decided to ask a couple of Beorning to come along with them. They were names Odo the loyal and [I cant remember his name of the top of my head but he had a big black beard].

The return journey through Mirkwood was uneventful for the most part until one night the group had some of their treasure stolen from them! Darcyn the Hunter was able to find tracks of some creature. Darcyn the Hunter and Berilac Burrows followed the tracks back to an old abandoned tower. Berilac Burrows went into the tower and stealthily searched the tower and found it empty. Before he could leave a group of goblins returned to the tower and Darcyn was unable to warn Berilac.

Darcyn sent his dog back to warn Aldis son of Aldrif and Valkor the Swift. They got the message and went to the tower and quickly as they could. The hobbit was able to stay hidden the whole time waiting for help to come. The rest of the company, knowing they out-manned the goblins inside, charged in and quickly slayed the goblins. Berilac was able to recover some of the treasure and return it to the company.

Making the company made their way back to the marsh dwellers cave, but the bell caused the Black Beard to go crazy and run inside. When the rest of the companions made it down they found the Beorning a little reluctant to continue in. Down in the treasure cave the same marsh dwellers were found and the company soon made a plan to get rid of them. After a fierce fight of funneling the marsh dwellers down the corridor, the company was victorious and the treasure was theirs.

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Journey along the Old Road
Early Spring 2946

Having rescued Valkor the Swift the company decides to leave the mash dwellers home for the time being in favor of the quest at hand. They push hard through the night and make it in time to meet up with Balin’s company before they enter Mirkwood.

A few days into Mirkwood the company runs into a frantic hobbit who is being chased by spiders. He informs them that he barely escaped and that their is a crazy dwarf who has been captured as well. After dispatching the spiders following the hobbit, the company makes their way deep into the forest on the trail of the spiders. They come upon a small spider colony and in the center is the unmistakable form of a dwarf wrapped in spider silk. Using his stealthy skills, Berilac Burrows is able to make it to where the dwarf is kept and cut him down while the others keep watch. After cutting the dwarf free from the spider silk, he roars out asking “Where is my mattock!!” and gives a cackling laugh. The spiders, now alerted to the presence of the dwarf and hobbit, close in on their position. The hobbit is able to creep away out of the spiders sight, while the dwarf if left vulnerable in the middle. The company still keeping watch from the edge loose a few arrows and then start retreating. The Dwarf, realizing he will not be able to find his mattock, runs for it.

The company happened upon a few more hazards such as an orc party, strange noises in the night, and excessive travel fatigue, but the company was making good progress. One night, however, when camping some of the company started to experience weird dreams. Aldis son of Aldrif dreamed of a wounded man in need, Berilac Burrows saw a pile of gold, Darcyn the Hunter saw his wounded dog dying, and the dwarf saw a group of orcs. They all believed they were awake and any attempts to awake the rest of the company were futile. Berilac Burrows was able to awake from his trance and he saw the woodman, the man of the lake, and the dwarf all making their way to a tree. He yelled and woke up the rest of the company. Haines Saeloson saw the dwarf, his business partner, and ran and tackled him before he could make it to the tree. The woodman and the man of the lake were not so lucky and were entangled in the roots. With the dwarfs help, who was now awake from his trance, torches were made and the tree was set on fire. Valkor was able to use his commanding voice to awaken the two trapped in the tree and they were all set free.

The company emerged from the woods exhausted but very much alive. After another weeks journey they were able to make it to the eagles eerie. After talking to the Landroval brother to Gwaihir, the company has been granted an audience with the Lord of the Eagles to ask him to come to the reunion of the Battle of the Five Armies.

Things to remember.
- The reunion of the Battle of the Five Armies is at the end of November.
- Men of the Lake know that Dragontide, a local even celebrating the killing of Smaug, will be held in Laketown at the beginning of November.
- With a company of now 6 you may be able to take the marshdwellers on now. If you share the information with Balin, him and his companions may help you on their way back to Erebor.
- Their are about 6 months between the end of this quest and the events in November. Half of that can be the fellowship phase, and the rest you guys can do whatever you want and still make it back to Laketown and Dale.

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Adventure Through the Marshes
Early Spring 2946

Aldis son of Aldrif , Folkvar the Tall, Valkor the Swift, and Darcyn the Hunter were summoned by Gloin and asked to accompany Balin and his two companions, the brothers Barrak and Torrun, to take a message to the Eagles asking them to attend the reunion of the Battle of the Five Armies. After meeting with Balin, the company made their way to the edge of the lakes where boats were hired for the journey through the Long Marshes to the Old Forest Road.

Along the way the company was stopped by a group of elves who asked what business the company had traveling through these blighted lands. While the discussion did not go as well as planned, Aldis told the truth and the elves left them to their business. They also encountered a troll that was quickly dispatched due to him already being injured.

Further down the river the company discovered a boat that had been sunk by what looked like a hull that had been crushed by a rock. After finding nothing useful besides a couple of track the company decided to move on with their current mission.

That night Valkor decided to take on his bear form and go back up the river to take a closer look at the tracks. After following them to the ruins of an ancient city, he was transfixed by the sound of a bell and pulled into an ancient building buried under the lake and trapped.

The company found Valkor the next morning unable to wake up with a sense of evil over him. The company, knowing of his nightly venture, decided to back track to where the sunken boat was to see what they could find. The dwarves decided to keep on the mission, however, and the company left Valkor’s body in their care.

After following the tracks, the company discovered that the former occupant of the boat had been the one to injure the troll that they encountered previously. After continuing to follow the tracks, they came upon the same lake as Valkor, but were not enchanted by the bell. The company made their way down to the underground building where they found Valkor still in bear form and a great amount of treasure. A vast ammount of marsh dwellers were guarding over it and the company decided to retreat. Darcyn shot an arrow at the marsh dwellers and they charged. Folkvar tried to cover the retreat but was quickly overwhelmed by the ammount of marsh dwellers. Darcyn was able to grab Folkvar while Valkor braced the door allowing the rest to retreat.

The rest of the company was able to make it back up to the surface with an unconscious Folkvar. Valkor eventually tried to make a run for it but the marsh dwellers caught up to him and his spirit bear was returned to his body where he woke up at the entrance to Mirkwood at the Old Forest Road.

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Welcome to your campaign!
A blog for your campaign

Wondering how to get started? Here are a few tips:

1. Invite your players

Invite them with either their email address or their Obsidian Portal username.

2. Edit your home page

Make a few changes to the home page and give people an idea of what your campaign is about. That will let people know you’re serious and not just playing with the system.

3. Choose a theme

If you want to set a specific mood for your campaign, we have several backgrounds to choose from. Accentuate it by creating a top banner image.

4. Create some NPCs

Characters form the core of every campaign, so take a few minutes to list out the major NPCs in your campaign.

A quick tip: The “+” icon in the top right of every section is how to add a new item, whether it’s a new character or adventure log post, or anything else.

5. Write your first Adventure Log post

The adventure log is where you list the sessions and adventures your party has been on, but for now, we suggest doing a very light “story so far” post. Just give a brief overview of what the party has done up to this point. After each future session, create a new post detailing that night’s adventures.

One final tip: Don’t stress about making your Obsidian Portal campaign look perfect. Instead, just make it work for you and your group. If everyone is having fun, then you’re using Obsidian Portal exactly as it was designed, even if your adventure log isn’t always up to date or your characters don’t all have portrait pictures.

That’s it! The rest is up to your and your players.

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