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  1. Table of contents Scene 1: Before the dawn Location: The Foaming Beard tavern, Dale Time: Before morning, early spring 2950 It was in the late and dark hours before the dawn when Varr set out for the meeting-spot, seeking to avoid the scrutiny of his fellows with his nightly venture. It had rained earlier: a fleeting spring shower had come and gone, leaving the cobbled streets of Dale wet. As he made his way towards the tavern, Varr tried as best he could to avoid the puddles and pools that vaguely reflected the moonlit clouds floating above him. A chill hung in the air. Winter had passed into spring, but spring had not yet fully sprung; always in the North it was late in coming. Varr stopped and breathed in the smell of the rain with delight. The dark, cloud-laden sky was full of the promise of more to come. Yet the cold made him shiver, and he wrapped his cloak around him more tightly before quickening his pace. Even Dale, with its typical hustle and bustle, was sleeping at this strange hour. Few were the folk about, and even those that Varr encountered kept to themselves. Some merchants sought to make ready their place before the sun rose, but Varr avoided the market-square, knowing that there he would likely be noticed. A sign hanging above him proclaimed the end of this short journey. The Foaming Beard-a tavern known for catering to many dwarven patrons-stood before him. Its windows were dark, and no sound emanated from within, but Varr tried the door and found it open. Hesitantly, he stepped within, unsure of what he would find. There was no-one in the common room. All tables were empty, and even the keeper was nowhere to be found. But the warmth was welcome. Pots of stew were hanging over fires arranged centrally. Their sweet scent and gentle bubbling filled the air of the interior. For a while Varr stood and searched with his eyes. He was not certain if he should give a call. But at length he decided against it, and chose a chair by one of the fires, and sat there warming himself and waited. Image credit Tavern art by Lore Wise Games. Portrait by . I should introduce Storr, but just for fun, let's see if the telling table can say the nature of their relationship. Edit: Chase Concealed Dreams. Hm... I could work with that!
  2. Location: The Forest Gate, northwestern eaves of Mirkwood Time: Early spring 2050 T.A. Morning. They had been led by Barin, who had recently received summons from an old friend to meet with her here. The dwarf had been planning to undertake the journey into the elven realm, to bring tidings of Celebros’ passing to the Elvenking. It was only by chance that he had met Lára here merely one day prior. The elf-maiden had a request, and she had asked Barin to gather up his companions, promising to reveal all on the next day. With him came Gramtyng, and Dahr-Ol and Annungil; all those that Barin had been able to gather in such short notice. But those were not all; others yet followed them, each for their own reasons. When Barin had sent the letter to Dáin Ironfoot, informing him of the tower to the North and requesting reinforcements, the king under the mountain had sent all those that he could, though he did not have many to spare. A company of dwarves and Bardings had been tasked with this, and many were now stationed at Beorn’s house, preparing for the northern journey into the Vales of Gundabad, where they hoped to join the skeleton crew of Beornings and Viglundings that had been left behind. Bláin, son of Lofar, and Torwald of Dale had been amongst them, yet they had not joined their brethren after their long journey from the East. Instead, they sought those that had reclaimed the tower, for that was their task: to gather all the information that they could about it before departing again with their own. The news had travelled to the west as well, carried on the wings of the Great Eagles, until it reached the ears of the Grey Wizard, who grew interested in the old tower. He had sent two rangers to investigate, and they in turn made the journey to Wilderland, and found their contact. He was Grimgar the tall; one of those free men who had joined Beorn after the Battle of the Five Armies. Yet few amongst even the Beornings knew his true nature: that he was one of Gandalf’s trusted men, and reported to him regularly, and hailed from Dúnedain stock. Arton and Thammegil knew this full well, and it was he that pointed them to Dahr-Ol and his companions, who could speak of it all from first hand. And now at last they had found them, and sought to learn all that they could. Last but not least came Elhadron from Imladris, and it was to him alone, apart from Lára, that the true nature of the quest that lay before them was known. For he was sent to find Írimë, the noble lady of the House of Gil-Galad, and accompany her back to the house of Elrond, from where she was to journey on towards the West. At the threshold they stood still at last and paused: each with their own questions and agenda, eager to know that which would finally be revealed, as promised, from the elves or from those that had seen with their own eyes the tower. Out of Character PC names underlined for the sake of convenience. I took some liberties with providing some hooks and additional information for the sake of narrative continuity (to link this adventure with the previous one). If you don’t like them, please let me know and I can edit/change stuff. But the hooks are just a springboard for this adventure. The old, first edition PCs (Barin, Annungil, Dahr-Ol and Gramtyng) can be role-played too, if you want, but it’s not really necessary. They can (and will) soon fade into the background, and not be a big part of the adventure. However, if pairs of players want to RP between old-new PC(s), I won’t stop you. Go for it! For now, feel free to introduce your PC(s) in any way you wish, e.g. by giving some description or some thoughts, or even dialogue. It’s up to you-the purpose of this first post is merely to set the scene, provide the hooks/premise and get us slowly moving. I am still not sure if Fossil Firebird will be joining us as Lára. I will send a final reminder, and if not, then I will simply NPC her for a while before letting her fade in the background. Enjoy! Expectations 1. Posting rate. I’ll assume a posting rate of about once a week per participant (more is welcome). I will also strive for one post that pushes the narrative forwards a week. If someone cannot meet this requirement, then I will move on without them until they are able to return to the narrative. 2. Communication. Please communicate absences if possible. I will also let you know if I am unavailable. If you are bored, it’s always better to post something, rather than nothing (even if it is a simple out-of-character statement that you feel you have nothing to add to a scene). 3. Tracking your stats. Please keep track of your character’s statistics. I will keep track of group statistics (Fellowship pool etc). 4. Contents of posts. I will not place any limitations or posting format requirements, but I encourage you to be creative and proactive with your characters. I also encourage you to take control of the narrative to set the mood, embellish a description or develop a minor character. This is in general allowed if it does not ‘break’ the game or make your character unreasonably powerful. It is also up to you to pursue interesting subplots for your characters, or suggest some to me. The only limitation is to please try and stay true to the setting. In addition: 5. NPCing the PCs. In cases of extended player inactivity (2 weeks +) I may need to NPC certain PCs. I will avoid this as much as possible, preferring a 'fade to the background' approach as much as possible. 6. Player removal. This will only be considered after one month of inactivity without prior notice / explanation in the OOC thread. Even then, I will probably be even more lenient than that. 7. Rules and game platform. I am learning TOR2 and Baldr as we go along, so please expect occasional mistakes and be forgiving! I will do the same for you.
  3. The Road to Beorn's House, Wilderland, Late Spring of 2949 Part One: A Funeral Boat With Black Tarn rebuilt, and the companions have spent their time resting as they pleased, they gathered once more in Rhosgobel, before journeying north, at the Brown Wizard's behest, in order to deliver a small shipment of herbs - normally, the job would have been entrusted to Beran or Banna, but both had been preoccupied in Black Tarn, and the Company was passing through that way on the way to Mountain Hall in either case, so it was convenient. The journey goes quite simply and easily - after all, these are Beorn's lands, and he does not permit any trespass from creatures of Shadow. Leaving Stoneyford behind, the Carrock was clearly visible in the distance, Beorn's home perhaps ten miles away. The sun had already begun to set, but with Beorn's dwelling this close, it woould be meaningless to look for a campsite. The land had fully awakened from the winter, and even here, close to the edge of Mirkwood, nature took it's due - the grass glistened with dew, birds flew overhead, insects buzzed, and the leaves of trees gently whispered in the wind, here and there. For most of the travelers, this was at least not the worst of times to travel - but it was different for Idunn. Something felt amiss - where others saw birds and associated them with the upcoming summer, the huntress' eyes could pick out that the birds were too dark to be songbirds local to the area, and that most circled a spot up ahead. In the dying light of the sun, things began to suddenly look much less pleasant, as the road neared the river, an odd noise could be heard, rhythmic and hollow, resembling a drum. No crickets could be heard - instead there was a loud buzzing of flies. Looking closer, Idunn can tell that, tangled in the weeds and thick rushes on the east side of the stream, there is a boat, with two slumped shapes within it - flies buzz overhead, and a limp arm trails in the water. Investigation There are a few things you can do here. Rather than outline all the skills possible and what they will do, I will simply say that if you give me a roll and can justify it to me, it will work out. But generally, 'Investigative' skills are things like Riddle, Search, Awareness, Hunting, and Lore, with other ones possible. The TN is 14 unless otherwise specified! New Players After this scene finishes, you guys get your cue to enter! Private Content for: Jacob Lewis, thesloth, Varon777 The idea is, you are a patrol returning to Beorn's House - he's likely quite happy with you from the previous adventure with the Hobbits, the summary of which I will post tomorrow! Also, it would be good if you picked a Role for yourself in the company - Scout, Lookout, or Hunter all work - There can only be one guide, but multiple others. Deciding on a Fellowship Focus is also a good idea!
  4. [OOC: I will be posting introductory text over the next few days, expanding the backstory of at least some of the characters, to explain how we transition from previous events into the start of this adventure. Please refrain from posting here for now!] The story so far… Lord Ewald of Dale You had hoped to convince the folk of Ceawin, son of Ingelram, to see the folly of settling in the East Bight. This land, despite being the place where his ancient ancestors once dwelt, is cut off from the rest of the Free Folk. But not only that. You have heard tales of ghosts in the eaves of the forest that borders this land in all directions but the east. Still, Ceawin and his folk would not listen, not even after you extended King Bard’s offer to grant them good land near Dale. They would not change their minds even after it was made known publicly, in the folk-moot of the Woodmen, that Radagast the Brown thought the East Bight too dangerous, and had warned Ceawin to stay away. Instead, they raised a great long-house in the East Bight, and around it they built a village they call the Sunstead. The folk of the East Bight now look to their new friendship with the Woodmen, and hope to cut good paths through the Narrows of Mirkwood to link up Rhosgobel and the Sunstead. But the Narrows are dangerous, and the Necromancer’s taint still lingers there. The failure of your mission has cost you dearly, for many amongst the nobility of Dale now doubt your skills and think that you are a poor ambassador. Yet King Bard is not amongst them, and he still has faith in you, though you have lost much of your old standing. To repair somewhat the friendship between Dale and the Woodmen, you have returned to Dale, accompanied by Asfrid of Lake-Town, Beran and Fareth of Rhosgobel, as well as others. There, you commissioned the casting of a great Dalish bell, to be gifted to the Woodmen of Black Tarn Hall. Moreover, at the urging of King Bard, you have joined the mission of Bofri, son of Bofur, who wishes to see the Old Forest Road restored, and trade across Wilderland flourish. Thus King Bard hopes to see you continue your work with the Woodmen, and hopes that the bonds of friendship will be strengthened. You have also not forgotten the folk of Ceawin. Perhaps they are foolish to follow him, yet you are unwilling to abandon them to the horrors of Mirkwood. You have spoken to Bofri the dwarf, and he has explained that once, when the Old Forest Road cut through Mirkwood, there was a great fort at the place where it exited into the eastern eaves of the forest. The Eastfort is what the dwarves called it, and near it your Northmen ancestors built a city, many centuries ago. It is there that Bofri wishes to go, to examine the ruins that remain. Though you doubt that the Sunstead can be linked to Rhosgobel easily, given that Mirkwood remains untamed, dark and dangerous, perhaps it would be possible to go around the forest, and build a road connecting the Eastfort to the Sunstead. This could, perhaps, secure some safety for the East Bight and its foolish leader. OOC A few things: _I had to, somehow, explain why your PC, despite being a noble lord, has a standing of 0. I decided to use the failure of his most recent diplomatic mission (to convince the people of the East Bight to move to Dale) to explain why he has lost standing. I hope during the game to offer Ewald opportunities to mend and improve his standing. _For this post, I used the 2nd person. I think it’s better for the opening post, but I tend to prefer 3rd later on in the narrative. _All this backstory comes from the previous adventure and filling in the gaps. If you don’t like something, please let me know and maybe we can change it. _Feel free to look at a map (link here, click!) to understand the locations involved (the main ones are Rhosgobel, Black Tarn (the black lake directly to the East of Rhosobel), the East Bight, the east end of the Old Forest Road that joins the Running River and, of course, Dale and the Iron Hills. If something is unclear, let me know!
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