Tag: Mirkwood

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  • The Narrows of the Forest

    Sadly, Andrew who played the effusive Carl Huffingtoe, our Hobbit mascot, moved to another city. In game, he found a cobbler to apprentice with in Sunstead in the East Bight and was able to fulfill his lifelong ambition to learn to make shoes for the Half …

  • The Haunting of East Bight

    After a year-end fellowship phase in Woodmen Town, we ran across a spider-bit man during a hunting trip. He was being pursued by Dagmar and her band of men, servants of Tyrant's Hill. They claimed that he stole something from them and wanted us to turn …

  • The Well In The Wood

    Escorting a trader and his son through Mirkwood to Woodland Hall, we encountered a strange creature that lulled the party into sleep and caused them to have dreams motivating them to go below ground. We woke up to find Belgo, the trader's son, racing off …

  • Don't Leave The Path

    We met up with Baldor and Belgo, our father and son merchants, on the shores of Long Lake to escort them with their pony-string of trade goods to Woodmen Town (?). The plan is to take the northern road west through Mirkwood, then turn south crossing …

  • The Great Northern Hunt

    The Boarslayer and Denethor spent their year-end fellowship in the Halls of the Woodland Realm, Denethor's home. Brand returned home to Dale to help his father. In the Spring, Brand joined the other two in the Woodland Realm for the great white stag hunt. …

  • #15 - Escape From Dol Guldur

    Having investigated Dol Guldur, we escape back across the causeway toward Fenbridge castle. Most of the way across the moat, we hear orcish alarm horns blowing and see archers lining up across the battlement. Radagast, who is with us, parts the murky …

  • The Hall of Ghosts

    The Northmen who lived in this region disappeared long ago. The only sign that they ever existed is written on the very land where they lived. How then can one of their halls still endure? Tales tell of two hunters who chased a wounded deer into …

  • The Great Vampire

    When the world was young and the wood was green, a Great Vampire dwelt in the Mountains of Mirkwood. The mountains were a grim and frightful place even then, before the Shadow fell fully upon them. The Elves built their Refuge in the bright valleys and …

  • The Old Oak

    Every forest, no matter how great, began with a single tree. The Old Oak is older than Mirkwood, older than the Secondborn race of Men, older than the Misty Mountains. It is a gnarled, half-fallen old thing, almost as wide as it is tall. The Old Oak …

  • The Forest Drake

    This nameless wyrm crawled out of the North three hundred years ago and dwells in a cave in the heart of Northern Mirkwood. Some say her hoard was stolen from the Dwarves, others claim she plundered a Northman town that is now lost under the leaves. The …

  • The Lamp of Balthi

    Legends and songs of the Woodmen remember the name of Balthi ("the Bold"), the young son of a Mirkwood hunter. Centuries ago, the boy led the Grey Wizard through the forest to the hill of Dol Guldur. [[File:560961 | class=media-item-align-right | …