A fun session where everything went smoothly for the players – in terms of dice rolls, stealth, and combats. No serious wounds to any player – they have learnt to have one or two PCs do little more than parry a tough opponent while others aim for damage and stun effects. We did have three players each roll a weapon fumble, and a fourth missed doing so by 1%. The follow-up rolls to see what went wrong were all low, so all were relieved.
They had cleared their main objective (Midgewater goblins) and then decided to follow up rumours heard and investigate the stones mentioned in their thousand-year-old letter. The blessing gained from the shrines is a Fate point. (Allows a bonus to a roll, re-roll, or reduces a Critical effect.)
Notes: 1. Cirth (plural) is the old Sindarin runic alphabet originally used by the Elves (and later replaced by the Tengwar) that was adopted by the Dwarves because it was easy to carve into stone. 2. The map marker is in miles.

24th May. The company climbs out of the cave and tower, and leave the hidden grove. They decide to ride back along the river, slowly to keep watch for goblins, tracks, tree roots and other obstacles. They stop briefly in Combe. Those in town are now avoiding the Tor to the north, as the wolves have mostly gone quiet and are turning up dead! They decide it is more important that they return to Bree to report on the goblins, than to investigate the Tor immediately. They slowly make their way up Combe hill trying to find the clearing where they sighted dwarven stones ten days ago. It does not take long to find them again… nine carved pillars in a long line over the hillside, each one carved with a single ‘B’ rune. They take note of the way up and down that side of the hill and plan to return tomorrow. Riding back to Bree, they report to Meneldir. The guard captain is pleased to hear of the goblins killed, and even happier to hear of Candaith and the Ranger’s plan to make an assault on goblin camps in the near future. Tom returns home and the others arrange a room in the Prancing Pony and have a good evening meal. There are rumours and stories heard: Wolves have been disturbing Archet and Combe; a group of Dwarves passed through Bree heading for the Weather Hills (to build a road); and a farmer delivering ale from Norwarden (to the north) says a watchtower is haunted – a strange light has been seen in the evening.
25th : There is restocking of provisions and a brisk ride along the East Road to Combe. They stable their horses – surprised to have their coin refused. They learn they have a growing reputation (particularly with those that frequent the Blue Trout) because of fighting wolves, returning recipes and hat feathers, and keeping the area free of goblins. They make their way on foot back to the stones. There is debate between Celeblason and Hérehort in determining whether they go north or south, over the facing of the runes verses facing the runes. Re-read, the letter (translated to Westron) is clearly to “Face the rune and turn right to seek the Shrine.” Looking at the line of stones running almost east to west, they head roughly north. As they head into thicker forest, Hérehort realises that some of the others keep drifting off to one side; Filencë feels there may be some enchantment misdirecting them. Warned, they are all more careful to keep to a straight line as best they can. Perhaps a mile from the stones, there is a circular stone pavilion in a large clearing. While there is much long grass, none has overgrown the steps or stone floor. Slightly weatherworn columns support a domed ceiling that by carving and colour resemble branches in a canopy of green leaves. The tiled floor has small bits of fallen stone and wind-blown dirt across it obscuring a man on a horse. Clearing the debris reveals the whole image – a man holding a hunting horn astride a black horse, while a hound runs ahead. The elves recognise Araw (S), or Oromë (Q), Lord of the Trees, the huntsman of the Valar. Hérehort praises Eru and Béma (as the Rohirrim call him), and feels blessed. Others copy his praise but feel no different, though while they examine the shrine, all hear the sound of a distant horn, though from different directions.
Looking over the letter, then the map given to them by the Shirrif of Archet, they eventually decide the next closest shrine is probably well to the north, on the large hill just north of the Chetwood, near the Midgewater. The wolf occupied Tor is closer… They soon reach the west side of the mile wide hill and start searching around the base in a clockwise direction. All soon recognize that it is too quiet – no birds or insects. Celeblason finds sign of animals, but none from the last few days. Following some of the trails, he sights old bloodstains, bits of fur and damaged saplings. Then part of a deer is found; the corpse a few days old, and torn apart. Nearby he locates a footprint nearly two feet long. They suspect a troll. On the northeast of the rocky peak, they find a fair sized cave opening. Celeblason starts a fire with fallen timber while the others spread out ready for combat. When he pushes part of the burning wood close to the cave, hoping to smoke out what is within, there are snarls from within – four wolves rush out. It is a long fight; one wolf escapes while the others are stunned, knocked unconscious or drop from bleeding wounds.
They rest, and then continue round the cliffs, finding a narrow gully leading inward. Rocks and broken trees appear to have been cleared out of the space, and dumped to the side. The work appears quite recent, and they locate another large footprint. Broheim notes a carved piece of stone with a partial rune on it. The group search for the broken piece but to no avail. The dwarf considers the visible part of the Certh rune – deciding that it is most likely F, Th or N. The gully ends at a carved cave entrance, ten feet high and across. Another fifteen feet in, a great boulder blocks the tunnel.
Herehort becomes thoughtful, and wants part of the letter read again. The group start making connections…
The writer was Isilmirë of Harlond, a Noldor name, which Filence and Celeblason realise would likely be Thilmîr in Sindarin. The tower had both “Thilmîr of Lindon” and a ‘Th” rune carved on it. The letter mentions the forces of Angmar, trolls, sealing threats and the phrase “seek my rune.” If trolls have recently been released here, it would explain the unusual behaviour of the wolves and the absence of normal wildlife.
It takes two of them to shift the boulder, only a foot at first, then enough for any of them to pass through. While they prepare, a gruff voice in bad Westron grunts something about ‘draught’ and ‘door’. There is a vain hope that they might lure them out into sunlight. Broheim sneaks in, not needing light to see, and soon finds a wide cave with two large shapes on the floor, and a third standing on the other side. He quickly retreats and they find positions near the door boulder, with Hérehort and Aglann in the gully but with sight along the entrance tunnel.
As the first troll comes up to the door, Broheim and Celeblason attack it. Stunned briefly, it takes more minor wounds – but two slightly smaller trolls are approaching. The passage is narrow here for the trolls and Filencë is able to put the second, then the third to sleep. The first drops unconscious. There is a moment for those with missiles weapons to reload, and all prepare to strike the second troll. It wakes and tries to get to its feet. Broheim blocks its strike, and the return attacks knock it unconscious. The third troll fairs only a little better. The group has only minor wounds, and heads into the lair with torch and lantern. They start to look around the sleeping cave, noting old bedding, an alcove with dry meat and a scattering of coins in a broken urn. A fourth troll, larger than the others, strikes from a side passage at Aglann with a glancing blow. This fight lasts longer… The troll takes many small hits, though they keep it from doing much in return. Then a solid slash takes one hand off. It stands confused for a few seconds then drops, dead before they have caught their breath. This time they make certain the remainder of the caves and tunnels are empty before sorting the few valuables. There are many old rusted human sized weapons in a side chamber, coins (copper, bronze and a few silver) and a silver clasp shaped like a leaf. Once out of the cave, Filencë determines that is magical. Inscribed “Gartha” (Q, ‘ to defend’), he believes it produces a shielding spell, twice a day. He gives it to the Dwarf, suggesting it be used when he wishes to fight with his two handed axe. It is now late afternoon, and they find a sheltered space atop the tor itself to camp.
26th: They return to Combe, and tell of the wolves and trolls. Regaining their horses, they head north, then east through the Chetwood to the ruins on the edge of the Midgewater. They sight a few goblins lying in wait in the grass along the path between forest and marsh. They charge forward, taunting the goblins. Thrown javelins miss; the goblins retreat briefly then rush out again. Dismounting and ready weapons, a brief melee begins. On perhaps his third such attack in as many weeks, Hérehort (still mounted) finally get a strike with his lance. They sink the bodies in the marsh and head north, reaching a river running down into the marsh from the hill they seek. The river appears to have a fine cascade through a steep sided ravine part way up the hill and they hope this is “Alder’s falls”.
Heading west to find safe footing, they are attacked by a small flock of gorcrows. The birds are small and fast. Hard to hit, they only retreat when Filencë uses the last of his power for the day and sleeps half the flock. Any further activity would be occurring in the dark, so they set-up a simple camp site.
27th: An early start has them leaving the north most edge of the Chetwood and climbing the hill. They sight the falls from a higher vantage, and not far from a small lake (from which the river emerges), they sight more of the tall pillars. There are seven here of the same size as before, running almost north to south. Broheim identifies the rune on the southern side as “Ch”. Heading east for about a mile, they find a ring of trees. Once again, it takes concentration to make their way through them without turning aside. The rocky outcrop on the other side overlooks the deep gorge of the river. Another circular pavilion has columns of pale stone; one is broken. The tiled floor has an outer black ring and a pale woman in a blue dress with stars, surrounded by light. The dome overhead is a very dark blue flecked with small white points. The elves recognise Elbereth Githoniel, or Varda (in Quenya) – Lady of the Valar, Queen of the Stars. Celeblason bows his head and extols her greatness. He feels blessed. Many of the floor tiles are cracked and Broheim notes signs of repair. For a moment, everything beyond the shrine seems to fade away, and they stand under the night sky full of bright stars.
Their letter suggests two more Shrines are in the Weather Hills far to the east. Since they are now most of the way to Norwarden, they decide to head there next to investigate the haunted tower.