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Year 2950: Secrets Buried


Vladim

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spacer.pngRadagast looked quietly as about half of the assembled companions entered his cottage, until they had passed through the old door and vanished from sight. Then, he turned to those that remained: Tarric, Brenior, Bróin and Idunn.

"The Elvenking has already sent scouts to the Mountains of Mirkwood. They found nothing, I hear, but say that evil things are stirring in the dark. Yet none has ventured into Dol Guldur for a while. The fortress is watched by many of my friends, but the time has come to go there ourselves, and see things with our own eyes." he confided in them.

"I do not know the nature of these new troubles, but I know one that might be able to help. We must first go to Black Tarn Hall, where I will seek to speak with the eldest of the river-maidens. She knows a great many things, and her counsel will be wise.

Are you ready to depart at once?"

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"Aye Koboruzbad, no reason to dawdle. Better to be about these matter sooner rather than later, given how grievous they be." With clothes freshly laundered and pack fully re-stocked, Bróin and Vara - who sat comfortably perched upon the Dwarf's shoulder for the time being - looked poised to begin their new journey. T'would be a dangerous one by Radagast's tone... but where there was danger one was certain to find profit as well!

Edited by Maester1216 (see edit history)
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spacer.png"I am ready." Idunn stated succinctly, yet resolutely. Many were the tales that she had heard about Dol Guldur: all of them dreadful. Yet she had never been to the dreaded ruin herself, and so she could not tell apart fact from legend. Still, she expected the worst.

"The others are waiting at the great hall. I trust that they too are prepared and eager to depart."

She turned away from the wizard and towards Tarric and Olwinne. A fleeting memory stirred within her, but she suppressed it. Secretly, she hoped that they would change their mind even at the eleventh hour and decide against going. Not because she did not like them, but indeed because she did: she counted them amongst her best friends, even if she did not say it to them all that often.

"Are you both certain that you wish to join us? It will be dangerous, and there is much yet that needs to be done here. The village still needs its defenders, in case the orcs muster and decide to return."

 

OOC

Aiming to introduce the 3 'warband' NPCs in a later post. Olwinne can, of course, be RPed by BlueTrillium.

This scenario is more loosely written than the previous adventure, so if folks have ideas or wishes about cool scenes, we can happily incorporate them.

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unknown.png

Ed: 1 | He: 3 | Ir: 2 | Sh: 2 | Wi: 1

Mom: 2 (10/2) | Heart: 5 | Spirit: 5 | Supply: 5
Tarric

Tarric felt Olwinne's hand squeeze his in reassurance when he did not respond immediately. Indeed, what was he hesitating for? They were packed and ready to go, and scouting was his job. The more dangerous it was, the more duty-bound he was to go, and his experiences in the area near Dol Goldur made him even more uniquely qualified (and obligated) to do so. So, go he would, ominous feeling or not. His wife, however... "I am ready to go, of course. We have had ample time to prepare. But Olwinne, you--"

"I am going as well, of course," she spoke matter-of-factly and certain. "You'll not go there again without me."

OOC/Mechanics

n/a at the moment


Assets

Berserker - (Combat Talent)
When you Secure an Advantage or Compel by embodying your wild nature, add +1, and take +1 momentum on a hit.
When you Strike or Clash by unleashing your rage (decide before rolling), inflict +1 harm on a hit. Then, choose one:
------ Push yourself: Endure Harm (1 harm)
------ Lose yourself: Endure Stress (1 stress)
When you Endure Harm in a fight, and your Health is above zero, you may let the pain inflame your wildness (decide before rolling). If you then score a strong hit and choose to embrace the pain, take +momentum equal to your remaining Health. A weak hit counts as a miss.

Wayfinder - (Path)
When you Undertake a Journey, take +1 momentum on a strong hit. If you burn momentum to improve your result, also take +1 momentum after reset.
When you Secure an Advantage or Gather Information by carefully surveying the landscape or scouting ahead, add +1 and take +1 momentum on a hit.
When you Swear an Iron Vow to safely guide someone on a perilous journey, you may reroll any dice. When you Fulfill Your Vow and mark experience, take +1 experience.

Talisman - (Ritual)
When you fashion a charm, envision it and name the specific person or creature it protects against. Then roll +wits.
------ On a strong it, when the wearer opposes the target through a move, add +2. If a one is rolled on the action die while making a move using the charm, the magic is spent.
------ On a weak hit, as above, but the wearer adds +1 when making a move (instead of +2).
As above, and you may instead fashion a charm which aids the wearer against all supernatural threats, such as mystic rituals or horrors.
When you perform this ritual, add +1 and take +1 momentum on a hit.

Shadow-walk - (Ritual)
When you cloak yourself with the gossamer veil of the shadow realms, roll +shadow. On a strong hit, take +1 momentum. Then, reroll any dice (one time only) when you make a move by ambushing, hiding, or sneaking. On a weak hit, as above, but the shadows try to lead you astray. You must first Face Danger to find your way.
As above, and you may also travel along the hidden paths of the shadow realms to Undertake a Journey using +shadow (instead of +wits). If you do, Endure Stress (1 stress) and mark progress twice on a strong hit.
 When you perform this ritual, add +1 and take +1 momentum on a hit.

Progress

▥= 1 tick, ▦= 2 ticks, ▩= 3 ticks, = full

Vow: name (rank)
Failure:
Vow: name (rank)
Vow: name (rank)
Vow: name (rank)
Vow: name (rank)
Bonds:

Bond 1: Olwinne his wife
Bond 2: Rhosgobel villagers/friends
Bond 3: Idunn
Bond 4: Woodmen-town
Bond 5: Bróin/Vara
Experience: ◍ = have, = used





 


Completed Vows: Rescue the Missing Hunters (T), Deal with the Spiders (D), Defend the Woodmen (F)
Completed Scenes: Destroy the Spider Nest (F), Convince the Elvenking (D), Defend the Western Walls (T)
Completed Combats: Boss Spider (F), Orc Warband (D), Stealthy Orc Infiltrators (T)
Completed Journeys: To Forest Gate (D)

Edited by BlueTrillium (see edit history)
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With all in agreement, the wizard set out for the great hall, where the rest of the company awaited them. These were old friends or aqueintances of Idunn's, who had also had dealings with the Brown Wizard in the past. All three of them were Woodmen. Beran and Cilderic were already known to Bróin, Tarric and Olwinne, for they had played a small part in the events of early spring. The last, a hunter and bowman called Evoric, they were less acquainted with, but they had heard of him before: he dwelled in Black Tarn hall, and he often ventured beyond the Dusky River to hunt spiders or orcs. This task he preferred to undertake for payment when the village elders needed to discourage the enemies of the settlements.

Outside the great hall, Radagast spoke to the three, warning them of the dangers that the journey would entail, and seeking to make sure that they came willingly. This was, for the most part, a formality, as the three had been informed already about such things. It gave the others some time to speak amongst themselves, should they wish to.

spacer.png"You have been there before." said Idunn plainly to Tarric and Olwinne, while Bróin also was with them, within earshot. She knew little of her companion's history and past adventures, yet the news bode well. For if he was familiar with that old fortress, then perhaps than knowledge could be put to good use.

"Long time ago?" she asked.

It had not been long since the Necromancer had been driven from his old fortress: barely a decade. But Idunn knew that Radagast had his spies and scouts keeping watch over the place. Was Tarric one of them? And what about Olwinne? She wondered if there was more to her than met the eye...

 

OOC

This part is mainly just fluff; feel free to invent any past history for your PCs, if you want.

Mechanically, one of us should probably swear an iron vow: "Investigate Dol Guldur", either in their next post or when narratively appropriate. Feel free to fluff this as you wish-it doesn't need to be an explicit statement or a dramatic moment (though of course it can be).

I suggest it to be either Dangerous or Formidable, depending on how much time we want to spend on it while still having a good chance to fulfil it. Extreme could also work, especially if folks would enjoy a higher chance of failure: we don't have to fill all the boxes after all; we can try to fulfill the vow when its risky. (like at 4-6 progress).

I am personally good with any of these options!

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unknown.png

Ed: 1 | He: 3 | Ir: 2 | Sh: 2 | Wi: 1

Mom: 4 (10/2) | Health: 5 | Spirit: 5 | Supply: 5
Tarric

"I have," Tarric nodded gravely. "In the service of Radagast, and yes, quite some time ago. I find it... difficult to think on directly though. The darkness gathers, and--" he paused, struggling to put it into words that somewhat make sense when spoken out loud. "I feel sometimes it sees me when I try."

His hand, still linked with Olwinne's, tightened briefly. "You should know, it is hard to remember that time. Some of what I remember has since been proven false. Some things I do not remember have been found true. Pieces of that time are missing. I will do my best, but I fear my knowledge is... not entirely reliable."

spacer.png"I was not there, on that trip," Olwinne spoke to take some of the burden of words from her husband. "We were not yet wed at that time -- I was still trying to get the oblivious lug to stand still long enough for me to ask." She bumped shoulders with him at the joke that sounded well-worn with repetition. Tarric smiled warmly at the reminder. "But I was one of those that helped bring him back afterward. I can use an axe, and he's survived me patching him up all these years since, so I think I can be useful."

"Between Olwinne's axe and my claws, we will seek out Dol Goldur and reveal its secrets," Tarric vowed. "If we discover what truly happened all that time ago, so much the better. Our efforts are committed to this cause."

OOC/Mechanics

Mostly just setting up links between the past trip to Dol Goldur and Tarric's new Shadow-Walk abilities. I'm intending to flavor them as bits of remembering (or trying to remember) that time, so the shadows are more psychological than physical, most likely. I'm hoping we can twist whatever actually happened back then in whichever way we need it for this story.

Will roll to Swear an Iron Vow with heart (rank Extreme) -- rolled below. Got an 8 vs the challenge dice of 3 and 1. Strong Hit. We are emboldened and it is clear what we must do next. +2 Momentum -- now 4/10.


Assets

Berserker - (Combat Talent)
When you Secure an Advantage or Compel by embodying your wild nature, add +1, and take +1 momentum on a hit.
When you Strike or Clash by unleashing your rage (decide before rolling), inflict +1 harm on a hit. Then, choose one:
------ Push yourself: Endure Harm (1 harm)
------ Lose yourself: Endure Stress (1 stress)
When you Endure Harm in a fight, and your Health is above zero, you may let the pain inflame your wildness (decide before rolling). If you then score a strong hit and choose to embrace the pain, take +momentum equal to your remaining Health. A weak hit counts as a miss.

Wayfinder - (Path)
When you Undertake a Journey, take +1 momentum on a strong hit. If you burn momentum to improve your result, also take +1 momentum after reset.
When you Secure an Advantage or Gather Information by carefully surveying the landscape or scouting ahead, add +1 and take +1 momentum on a hit.
When you Swear an Iron Vow to safely guide someone on a perilous journey, you may reroll any dice. When you Fulfill Your Vow and mark experience, take +1 experience.

Talisman - (Ritual)
When you fashion a charm, envision it and name the specific person or creature it protects against. Then roll +wits.
------ On a strong it, when the wearer opposes the target through a move, add +2. If a one is rolled on the action die while making a move using the charm, the magic is spent.
------ On a weak hit, as above, but the wearer adds +1 when making a move (instead of +2).
As above, and you may instead fashion a charm which aids the wearer against all supernatural threats, such as mystic rituals or horrors.
When you perform this ritual, add +1 and take +1 momentum on a hit.

Shadow-walk - (Ritual)
When you cloak yourself with the gossamer veil of the shadow realms, roll +shadow. On a strong hit, take +1 momentum. Then, reroll any dice (one time only) when you make a move by ambushing, hiding, or sneaking. On a weak hit, as above, but the shadows try to lead you astray. You must first Face Danger to find your way.
As above, and you may also travel along the hidden paths of the shadow realms to Undertake a Journey using +shadow (instead of +wits). If you do, Endure Stress (1 stress) and mark progress twice on a strong hit.
 When you perform this ritual, add +1 and take +1 momentum on a hit.

Progress

▥= 1 tick, ▦= 2 ticks, ▩= 3 ticks, = full

Vow: Investigate Dol Goldur (Extreme)
Failure:
Vow: name (rank)
Vow: name (rank)
Vow: name (rank)
Vow: name (rank)
Bonds:

Bond 1: Olwinne his wife
Bond 2: Rhosgobel villagers/friends
Bond 3: Idunn
Bond 4: Woodmen-town
Bond 5: Bróin/Vara
Experience: ◍ = have, = used





 


Completed Vows: Rescue the Missing Hunters (T), Deal with the Spiders (D), Defend the Woodmen (F)
Completed Scenes: Destroy the Spider Nest (F), Convince the Elvenking (D), Defend the Western Walls (T)
Completed Combats: Boss Spider (F), Orc Warband (D), Stealthy Orc Infiltrators (T)
Completed Journeys: To Forest Gate (D)

Edited by BlueTrillium (see edit history)
Name
Swear an Iron Vow
8; 3; 1
1d6+3;1d10;1d10 [5]; [5,3]; [5,3,1]
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spacer.pngThe wizard farrowed his brows in such a manner that it was visible even under his wide-brimmed brown hat. Perhaps common ravens and crows could not readily understand that gesture, themselves lacking eyebrows, but Men and Dwarves would neither overlook nor misinterpret it.

"You mustn't listen to tall-tales and rumors!" he said, scolding Vara. "All three of the River-Maidens are friends to the Woodmen, and have helped us time and again. Why, even when the orcs came, they aided us: or have you forgotten the song in the forest already?"

He took a moment to compose himself, and sighed, like a parent whose patience was being tested by their child.

"Duskwater is a dear old friend; I can find her if and when I have need. Leave the task to me."

Luckily, the old wizard was at times an absent-minded fellow, and the words of the raven had made him forget momentarily those of her master that had preceded it.

Even to one as strange as Radagast, Bróin's remark would have been understood as a jest, though Dol Guldur and its cursed treasures were no laughing matter. Surely the Brown Wizard would have stern words of warning for them... but only if he would not fail to recall it in the future.

 

OOC

Just some RP and characterization; I'll see if I can push the plot a bit later today, with a new post. Failing that, I'll try early next week.

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Location: The village of Black Tarn Hall

Time: Early summer 2050 T.A. Afternoon.

Scene 2: In search of the river-maiden

 

spacer.pngThey followed familiar paths to the Black Tarn, a way they knew very well by now. They had travelled it many times in recent weeks.

The fishing hamlet had been evacuated during the orc incursion, its folk seeking the protection of Rhosgobel's walls and Radagast's wisdom. Though the abandoned settlement would have proven an easy target, it had survived almost entirely unscathed. The orcs had chosen to focus their ire on Rhosgobel, and when they were routed, they fled into the forest, but did not dare avenge their defeat on the Black Tarn.

It was a blessing for which Amaleoda, the chieftain of the village, was grateful for.

spacer.pngWith Radagast by their side, the companions seemed to travel even faster, and by the late afternoon they reached the hall. The wizard led them towards one of the roundhouses that stood on a platform raised not far from the shore of the lake. An unusual sight greeted them there: a great boat of strange design with a high prow, decorated with the carved head of a bird, and low flanks swept back like wooden wings. They recalled the vessel: they had seen it before, moored near the piers of Woodland Hall, though it was hard to fathom how such a great boat could even journey down the narrow Dusky River.

"There are supplies inside." said the wizard. "Load them on the boat and see to your business here while I speak to Amaleoda. We shall depart within the hour, and spend the night by the southern shores of the lake."

 

OOC

There's no mechanics for loading the boat, but feel free to do other stuff as well, as it is not really a very time-consuming task. You can make preparations, gather information, choose to escort Radagast etc. Mechanically, you may attempt the relevant moves (e.g. Gather Information, Secure an Advantage, and so on).

Art credit: As usual, Jon Hodgson (from the Beowulf rpg this time).

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spacer.pngIdunn of Firienseld [Mom: 2 (10/2) | Health: 5 | Spirit: 5 | Supply: 5 | Uthred: 4 | Band strength: 4 | Fails: 5]


The huntress nodded as Radagast explained everything, and as soon as he had departed, she turned to the task at hand.

Inwardly she wondered just why it was that they needed the new supplies: were they not sufficiently provisioned already?

The three Woodmen that had chosen to follow her joined as she entered the roundhouse, and soon her eyes fell on the items that the Brown Wizard had mentioned. There was not a lot here, and much of it belonged to Beran, Cilderic and Evoric, who had apparently prepared it in days prior. Still, she helped them eagerly, swiftly loading the strange, bird-looking vessel as if these had been her own things. She knew that they had chosen to accompany her for their own reasons, but she thought that chief amongst those was to protect her. Thus, she felt duty-bound to act as their companion and co-equal, to further build on bonds founded on camaraderie shown in the past.

Amongst the things was a small hand-axe: she lifted it up and examined it outside, in the bright daylight. She had long given up the war-axe for the spear, which she now favored, but she knew that their journey could prove perilous, and Dol Guldur was a dark place. And so she asked the others for permission to take it, and when it was given to her, she tucked it under her belt: if her spear-shaft was shattered in a skirmish, she could resort to the axe at closer quarters.

 

OOC

Idunn is just building camaraderie with her 'warband' here, so I'm just going to roll Secure an Advantage +heart to see how well she does this.

Edit: A miss. I need to Pay the Price; I am thinking something stress-related as she feels responsible for these three. I'll probably put the narrative in my next post. Adding +1 to the Failure track... done!

Name
Secure an Advantage
5
1d6+1 4
Challenge Dice
11
2d10 6,5
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Bróin aids in moving supplies onto the boat, but also notes some things that are either lacking or outright absent from the bags and crates. A simple oversight to be sure, but one that would need to be rectified quickly given their limited window of time. Making contact with some merchant contacts in Black Tarn, Bróin explains what he can of the quest before him (with some choice embellishment here and there) and what supplies the company will need going forward. It takes some arm twisting and the promise of returns on later business ventures, but Bróin is able to secure much needed resources before their departure down the river.

OOC

I'll have a go at Securing an Advantage with Shadow.

 

Weak Hit, so +1 Momentum. Total is at +3 now.

 

Edited by Maester1216 (see edit history)
Name
Secure an Advantage with Shadow+4
6
1d6+4 2
Challenge Dice
12
2d10 8,4
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spacer.png"spacer.pngI thought you would have chosen to join the others to Firienseld."

Idunn turned to look at her companion. He did not speak all that often, and so she was surprised at the comment. But she thought that they had been through this already.

"The forest is as much my home as is Mountain-Hall." she answered. He should have been able to understand: he too hailed from Mountain-Hall, but it had been years since he had ventured there. "You could have journeyed there also. Hartfast remembers you still, and you are welcome in his Great Hall."

Cilderic shook his head. "That was a long time ago. Black Tarn is my home now." He fell silent, and for a while said no more, and with Idunn and the others he continued loading the boat.

Idunn thought of Radagast and his scouts: Cilderic and Beran and Tarric and men and women like them; brave souls whom the wizard often sent to spy upon the orcs and the fortress of the Enemy. Was she now counted amongst them? Tarric's remarks had left her with more questions than answers. She turned to Cilderic, hoping for clearer answers.

"Have you been sent to Dol Guldur before?"

The Woodman shook his head. "No. I have only spied on it from afar. Too dangerous. They say it is empty now, but it is a lie. The place is full of ghosts. Countless souls have perished in its dungeons. It is a cursed place, full of memories of death and suffering and sorrow. I do not look forward to journey's end."

Ghosts... Idunn thought she knew a thing or two about ghosts. She listened, and grew a little paler. She had heard tales of visions and nightmares that those that had visited the once mighty fortress had seen. She wondered what she herself would witness when she set foot there.

 

OOC

Let me try an Endure Stress (-2 Spirit). I'll update stats later.

Edit: A strong hit. Narratively, I think it makes more sense to her to embrace the darkness. +1 momentum. Will update stats in next post!

Name
Endure Stress
5
1d6+3 2
Challenge Dice
5
2d10 4,1
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unknown.png

Ed: 1 | He: 3 | Ir: 2 | Sh: 2 | Wi: 1

Mom: 5 (10/2) | Health: 5 | Spirit: 5 | Supply: 5
Tarric

"A graceful boat," Tarric observed once the wizard had departed for his conference, "But I can't help but worry it doesn't seem to be well suited for, er, sneaking."

Olwinne chuckled and shouldered him again. "Radagast knows what he's doing," she chided gently.

"I know," Tarric admitted. "Well, usually. Remember that time when..." The pair joined the group loading the vessel with additional supplies. Under Olwinne's organizational eye they endeavored to load things as efficiently and effectively as possible. Having just what was needed in arm's reach could prove essential in an emergency.

Seeing things well in hand, Tarric took the opportunity to craft colorful little twig-and-thread talismans to ward against orcs for the entire company and offered them to each companion present in turn. His own was tucked safely into an inner pocket. Olwinne thanked him and tied it onto her braid.

OOC/Mechanics

Helping load the boat! And hopefully telling amusing tales to keep people's spirits up a bit.

Rolling... hm. I think the closest is Secure an Advantage to make sure they're prepared for the journey as best as they can, both physically (supplies) and in heart (keeping spirits up). So I'm thinking +heart. Let's see what the dice say...

Okay, Weak Hit. So it helps short-term anyway. +1 Momentum, bringing Tarric up to 5 Momentum.

Also, Orc Talismans for the entire company:
Strong Hits - Idunn and Cilderic's talismans give them +2 on rolls against Orcs. The talisman is spent if a 1 is rolled on the action die of that roll.
Weak Hits - Olwinne and Tarric's talismans give them +1 on rolls against Orcs. The talisman is spent as above.
Miss - Everyone else (Bróin, Beran, and Evoric), the talismans have no magical assist for them.


Assets

Berserker - (Combat Talent)
When you Secure an Advantage or Compel by embodying your wild nature, add +1, and take +1 momentum on a hit.
When you Strike or Clash by unleashing your rage (decide before rolling), inflict +1 harm on a hit. Then, choose one:
------ Push yourself: Endure Harm (1 harm)
------ Lose yourself: Endure Stress (1 stress)
When you Endure Harm in a fight, and your Health is above zero, you may let the pain inflame your wildness (decide before rolling). If you then score a strong hit and choose to embrace the pain, take +momentum equal to your remaining Health. A weak hit counts as a miss.

Wayfinder - (Path)
When you Undertake a Journey, take +1 momentum on a strong hit. If you burn momentum to improve your result, also take +1 momentum after reset.
When you Secure an Advantage or Gather Information by carefully surveying the landscape or scouting ahead, add +1 and take +1 momentum on a hit.
When you Swear an Iron Vow to safely guide someone on a perilous journey, you may reroll any dice. When you Fulfill Your Vow and mark experience, take +1 experience.

Talisman - (Ritual)
When you fashion a charm, envision it and name the specific person or creature it protects against. Then roll +wits.
------ On a strong it, when the wearer opposes the target through a move, add +2. If a one is rolled on the action die while making a move using the charm, the magic is spent.
------ On a weak hit, as above, but the wearer adds +1 when making a move (instead of +2).
As above, and you may instead fashion a charm which aids the wearer against all supernatural threats, such as mystic rituals or horrors.
When you perform this ritual, add +1 and take +1 momentum on a hit.

Shadow-walk - (Ritual)
When you cloak yourself with the gossamer veil of the shadow realms, roll +shadow. On a strong hit, take +1 momentum. Then, reroll any dice (one time only) when you make a move by ambushing, hiding, or sneaking. On a weak hit, as above, but the shadows try to lead you astray. You must first Face Danger to find your way.
As above, and you may also travel along the hidden paths of the shadow realms to Undertake a Journey using +shadow (instead of +wits). If you do, Endure Stress (1 stress) and mark progress twice on a strong hit.
 When you perform this ritual, add +1 and take +1 momentum on a hit.

Progress

▥= 1 tick, ▦= 2 ticks, ▩= 3 ticks, = full

Vow: Investigate Dol Goldur (Extreme)
Failure:
Vow: name (rank)
Vow: name (rank)
Vow: name (rank)
Vow: name (rank)
Bonds:

Bond 1: Olwinne his wife
Bond 2: Rhosgobel villagers/friends
Bond 3: Idunn
Bond 4: Woodmen-town
Bond 5: Bróin/Vara
Experience: ◍ = have, = used





 


Completed Vows: Rescue the Missing Hunters (T), Deal with the Spiders (D), Defend the Woodmen (F)
Completed Scenes: Destroy the Spider Nest (F), Convince the Elvenking (D), Defend the Western Walls (T)
Completed Combats: Boss Spider (F), Orc Warband (D), Stealthy Orc Infiltrators (T)
Completed Journeys: To Forest Gate (D)

Edited by BlueTrillium (see edit history)
Name
Secure an Advantage
7
1d6+3 4
Challenge Dice
10; 4
1d10;1d10 [10]; [10,4]
Talisman Rolls for Idunn, Broin, Olwinne, Cilderic, Beran, Evoric, and Tarric (in order)
7,2,3,4,3,3,6
repeat(1d6+1,7) 6,1,2,3,2,2,5
Talisman Challenge for Idunn
6,6
repeat(1d10,2) 6,6
Talisman Challenge for Broin
10,7
repeat(1d10,2) 10,7
Talisman Challenge for Olwinne
10,2
repeat(1d10,2) 10,2
Talisman Challenge for Cilderic
2,2
repeat(1d10,2) 2,2
Talisman Challenge for Beran
8,8
repeat(1d10,2) 8,8
Talisman Challenge for Evoric
3,6
repeat(1d10,2) 3,6
Talisman Challenge for Tarric
9,4
repeat(1d10,2) 9,4
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spacer.pngspacer.pngIt was not long after the companions had secured and loaded all the supplies and provisions that Radagast returned. He had not come alone: with him was a tall woman of Woodmen stock, one that went by the name of Fareth, though often the folk of both Rhosgobel and Black Tarn Hall called her by her byname: Swiftfoot. The companions knew her, as she was another one of the wizard's scouts.

"Fareth will return the boat. We will continue on foot, past the lake's southern shores and through the forest, through the Narrows and beyond, to Tyrant's Hill and at length reach Dol Guldur." explained the wizard, and soon after he jumped in with the spryness of a young man and invited the others to do the same.

There were oars inside waiting for them, and when at length all had found their way to the rowing-benches, he urged them to give the dock a push and start rowing towards the deeper parts of the lake.

 

OOC

Okay, so the companions need to row for a few minutes, before we raise the sail, so give me a Face Danger +iron to represent endurance. The stakes here are not too high, so even on a weak hit or a miss we can just suffer -1 momentum only. This is just to get us kick-started, and I don't have a ton of time today for a longer post, unfortunately.

One of us (whoever wants to) can also attempt to Gather Information by talking to Fareth, as she's recently been near Dol Guldur. Feel free to roll for it and we can decide what it means based on the outcome.

Good luck!

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