Glóin stands, looking pleased.
"Now that that's settled, dinner! And then I'm sure you'll be glad of a warm bed. Tomorrow you'll be bedding down in swamp!" He chuckles.
But after a hearty meal of wild boar, fresh lake fish, and honey cakes "made from a Beorning recipe", washed down with black Dwarven beer, Glóin pulls out a harp and his son Gimli a small drum, and they begin singing songs of the glories of the Lonely Mountain. Glóin seems in much finer spirits than when you arrived, as he calls for song after song. He asks the hobbits to sing songs of the Shire, which it seems he visited several times as a trader - in fact, he recalls the ale of the Green Dragon fondly, "though it is light," and remembers some drinking songs well enough to ask from them by name. Authiel is also asked to reprise her song of the Battle of Five Armies, and the dwarves fall silent as she sings.
Eventually you are forced to excuse yourself, or it's clear your host will keep you up and sleepless all night. Glóin bows deeply to you, and asks Orin and Borin to show the others to guest rooms before returning to their own chambers. You fall into deep feather beds and all, even those who find the bedding strange, sleep deeply until morning dawns grey and drizzly.
Now you have a choice to make: if you decide to follow Glóin’s intended route you will enter the Long Marshes, trying to reach the point where the Old Forest Road exits Mirkwood and encounters the Running River. It is a long and treacherous trek to cover on foot, as it goes across swamps and bogs for approximately eighty miles. Going the distance on a boat should be much safer and, as the river waters run hurriedly south.
You can use Glóin's letter of credit to borrow boats, row across the lake, and then let the river carry you downstream through the marsh. Or skirt the lake on foot and then follow a trail beside the river - this will take about twice as long, and be more dangerous, but you will be following Balin and Óin's route exactly, so there is less chance of missing signs of them. (Of course, you could plan to take boats part way and then land and continue on foot. Or split the party...)
OOC:
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See the map in this post.
Also at this point I'll need each player to decide which of the roles described above they will take, including exactly one Guide.
Plus, everyone may make a TN 14 Lore roll to help with planning the journey. Successes will make the journey easier. However, every failed roll will extend the journey by one day as the character contributes bad advice.
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