"There are older and fouler things than Orcs in the deep places of the world." -Gandalf, The Fellowship of The Ring
The First Halls of the ElvenKing, Mountains of Mirkwood, Mirkwood Forest, Rhovanion, Middle Earth
Dusk. March 22, Year One of the Fourth Age
Day Four. Damp, cold
Daylight fades like the hope of the world.
The company have reached their destination, the first Halls of the ElvenKing, at the base of the Mountains of Mirkwood, given over to the shadow of the Enemy two thousand years ago.
Charged with a desperate quest by Gandalf the White, the young heroes have journeyed to this long-abandoned elvish stronghold to seek the means with which to slay Smaug the Dragon, as the world comes down around them. It may be a fool's hope, but it is hope nonetheless.
Mirkwood had been getting more dense, tangled, and gloomier than before. The thick, twisted tree trunks, unnaturally misshapen limbs, writhing roots, clutching and grasping thorns and briars all seem to warn and ward them off, but they force and hack their way from the banks of the Enchanted River whose very touch induces a sorcerous slumber.
Now the strange growth suddenly ends. The company step from the thicket into a ravine-like area. The cliff walls loom steeply to either side, towering to a height over one hundred feet. Here, dark, streaked rock mingles with black earth. Clumps of trees struggle to endure on the ravine floor and up the sloping walls of the canyon.
The company crouches in the moonlight near the mouth of the ravine (at X). Before the sun sank, they spied the riven gate of the first ElvenKing's Halls, set into the furthest cliff face (K). Now that lost edifice is engulfed in darkness. Surrounding it at varying heights are many black mouths of cave-like openings in the rock walls; the minings of orcs and orc-kind intermingling with the ruins of elvish designs. (A-J) From this vantage, all are dark.
The sunlight is gone, the air dank, and there is an oppressive feeling here... as if something evil watches and waits to pounce. From beneath the withered trees, a flock of ravens rises croaking from the ground, the beat of their wings and their cries magnified by the dark canyon walls to sound loud and horrible. Among the rubble, boulders, and dead wood scattered across the ravine floor, are bits of gleaming ivory. Closer inspection reveals that these are bones and skulls of men, animals, and other things...
Actions?!
Map of the Ravine at the First ElvenKing's Halls:
X = the location of the Company.
Contour lines mark the altitude of the cliff walls. Trees and cave mouths are marked as well.
PC Status:
- Elbenarin: Male Dunedain Ranger 2: Move: 9", AC: 3, HP: 30/30
Elbenwin: Male Dunedain Ranger 2: Move: 9", AC: 3, HP: 30/30
Folco Boffin: Male Hobbit Thief 3: Move: 9", AC: 3, HP: 21/21
Gilda 'Gilly' Ironfoot: Female Dwarvish Fighter 2: Move: 9", AC: 4, HP: 28/28
Glasik Ironfoot: Male Dwarvish Fighter 2: Move: 9", AC: 4, HP: 24/24
Gilwennen: Female Elvish Fighter/Magic-User 1/1: Move: 9", AC: -1, HP: 8/8, Spells: 1/1 1st lvl
Naruthirdor Nowe: Male Elvish Magic-User 2: Move: 12", AC: 10, HP: 8/8, Spells: 4/4 1st lvl
Rumil: Male Elvish Fighter/Magic-User 1/1: Move: 12", AC: 4, HP: 7/7, Spells: 3/3 1st lvl
Therone: Female Elvish Fighter 2: Move: 9", AC: -1, HP: 22/22
Tinuwen: Female Elvish Fighter/Magic-User 1/1: Move: 9", AC: -1, HP: 7/7, Spells: 3/3 1st lvl
Red: Guard Dog: Move: 12", AC: 6, HD: 2+2, HP: 11/11, AT: 1, D: 2-8, THAC0: 16
- None currently.