The One Ring Chapter 3 Sec 4

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The One Ring
TOR-web-header1.jpg
GM
Erik
Game Time
4th Saturday of the Month
Starting Year
Third Age, 2946
Current Year
Third Age, Summer 2950
The Fellowship
Adonniel
Aegir Wüdsworth
Bilbanes Broadfoot
Dindraug
Lissiriel
Theodwin of Woodland Hall
Ulrik Foehammer
Brand

The adventure started out with the Fellowship leaving The Woodmen Hall on mission to find and return safely the Hermit of Mirkwood, Balderic. You were accompanied by the Hermit's brother and the captain of the Chieftan's guard and 20 additional soldiers. The journey to the Forest Path entrance was uneventful. But shortly after entering Mirkwood you were intercepted by a group of Elves that asked you to turn around and go back. After a prolonged negotiation you convinced them to let just the core party proceed. The rest had to turn back. After a long journey you were able to finally find the area that you thought the hermit's stump was at. After a set of good luck and a lot of searching you located the stump but the Hermit was no were to be found. A quick search found some shuffling footprints and not much else. Those footprints appeared to be heading in a westerly direction. Following the footprints took every ounce of hunting skill the party had but you managed to stay on the trail. After a couple of days the trail abruptly turned south west. After another day you ran into a group of Elves that explained that they were taking the Hermit to the Elven King's hall but that a group of goblins had made it onto the Elven path so they had to deal with that. In the confusion of the battle, Balderic, the Hermit, managed to escape and flee south. They gave chase but called off the pursuit when it appeared they weren't gaining on him. They bid you farewell and left. You managed to find the spot where the battle had been and finding the Hermit's tracks wasn't too hard. After following those for a couple of days you realized that the Hermit was heading toward the Mountains of Mirkwood, which is an extremely evil place. Picking up the pace you managed to start gaining on the Hermit because he was forced to forage for food which you didn't have to do. After it appeared you were about to over take him you had a bad turn of luck. The goblins had found him first and he was not being escorted directly to the Mountains. Luckily (very good rolls) you were able to over take them about a day or two out of the Mountains. You then came up with a plan to distract the guards while someone untied the hermit and set him free (of course after you knocked him out or he would have just ran off). Managing to free Balderic and avoid a fight the goblins, the fellowship decided to head back in a straight line to the edge of the woods instead of going back to the Elven Path. The rest of the trip back to the Woodmen Hall was uneventful.

That ended the adventure of returning the Hermit to his rightful home.